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Fixed #3, fixed exploit storing boat when not in driver seat, fixed storing boat not owned
- Async task for buying boats aswell
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+9
-6
@@ -154,11 +154,10 @@ function OpenBoatGarage(garage)
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}, function (data, menu)
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-- make sure the spawn point isn't blocked
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local closestVehicle = GetClosestVehicle(garage.SpawnPoint.x, garage.SpawnPoint.y, garage.SpawnPoint.z, 3.0, 0, 71)
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local playerPed = PlayerPedId()
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local vehicleProps = data.current.vehicleProps
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local playerPed = PlayerPedId()
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local vehicleProps = data.current.vehicleProps
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if not DoesEntityExist(closestVehicle) then
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if ESX.Game.IsSpawnPointClear(garage.SpawnPoint, 4.0) then
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TriggerServerEvent('esx_boat:takeOutVehicle', vehicleProps.plate)
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ESX.ShowNotification(_U('garage_taken'))
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@@ -222,8 +221,12 @@ function StoreBoatInGarage(vehicle)
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local vehicleProps = ESX.Game.GetVehicleProperties(vehicle)
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ESX.TriggerServerCallback('esx_boat:storeVehicle', function (rowsChanged)
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ESX.Game.DeleteVehicle(vehicle)
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ESX.ShowNotification(_U('garage_stored'))
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if rowsChanged > 0 then
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ESX.Game.DeleteVehicle(vehicle)
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ESX.ShowNotification(_U('garage_stored'))
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else
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ESX.ShowNotification(_U('garage_notowner'))
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end
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end, vehicleProps.plate)
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end
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+2
-2
@@ -63,10 +63,10 @@ AddEventHandler('esx_boat:hasEnteredMarker', function(zone, zoneNum)
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if IsPedInAnyVehicle(playerPed, false) then
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local vehicle = GetVehiclePedIsIn(playerPed, false)
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if DoesEntityExist(vehicle) then
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if DoesEntityExist(vehicle) and GetPedInVehicleSeat(vehicle, -1) == playerPed then
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CurrentAction = 'garage_in'
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CurrentActionMsg = _U('garage_store')
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CurrentActionData = {vehicle = vehicle}
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CurrentActionData = { vehicle = vehicle }
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end
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end
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