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fix(es_extended/server/modules/onesync): dont await ent ownership if no valid client nearby
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@@ -110,24 +110,21 @@ function ESX.OneSync.SpawnVehicle(vehicleModel, coords, heading, vehicleProperti
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end
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CreateThread(function()
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local xPlayer = ESX.OneSync.GetClosestPlayer(coords, 300)
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if not vehicleType then
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if not xPlayer then
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return reject("No players found nearby to check vehicle type!")
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end
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vehicleType = ESX.GetVehicleType(vehicleModel, xPlayer.id)
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end
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local closestPlayer = ESX.OneSync.GetClosestPlayer(coords, 300)
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local closestPlayerFound = next(closestPlayer) ~= nil
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vehicleType = vehicleType or (closestPlayerFound and ESX.GetVehicleType(vehicleModel, closestPlayer.id) or nil)
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if not vehicleType then
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return reject(("Tried to spawn invalid vehicle - ^5%s^7!"):format(vehicleModel))
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return reject("No players found nearby to check vehicle type! Alternatively, you can specify the vehicle type manually.")
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end
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local createdVehicle = CreateVehicleServerSetter(vehicleModel, vehicleType, coords.x, coords.y, coords.z, heading)
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local tries = 0
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while not createdVehicle or createdVehicle == 0
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or (xPlayer and NetworkGetEntityOwner(createdVehicle) == -1)
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or (not xPlayer and not DoesEntityExist(createdVehicle)) do
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or (closestPlayerFound and NetworkGetEntityOwner(createdVehicle) == -1)
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or (not closestPlayerFound and not DoesEntityExist(createdVehicle)) do
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Wait(200)
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tries = tries + 1
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if tries > 40 then
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