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Refactor vehicle type selection in SpawnVehicle
Simplified the logic for determining vehicleType by selecting the first available player instead of iterating through all players. I will fix ESX.GetExtendedPlayers to filter out stale player objects.
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@@ -114,11 +114,9 @@ function ESX.OneSync.SpawnVehicle(vehicleModel, coords, heading, vehicleProperti
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CreateThread(function()
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if not vehicleType then
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for i, xPlayer in ipairs(ESX.GetExtendedPlayers()) do
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if(GetPlayerPing(xPlayer.source) > 0) then
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vehicleType = ESX.GetVehicleType(vehicleModel, xPlayer.source)
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break
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end
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local xPlayer = ESX.GetExtendedPlayers()[1]
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if xPlayer then
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vehicleType = ESX.GetVehicleType(vehicleModel, xPlayer.source)
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end
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end
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