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.
This commit is contained in:
Kenshin13
2025-07-06 16:53:25 +02:00
parent e2a92a9052
commit 04b1d32c9d
@@ -114,11 +114,9 @@ function ESX.OneSync.SpawnVehicle(vehicleModel, coords, heading, vehicleProperti
CreateThread(function()
if not vehicleType then
for i, xPlayer in ipairs(ESX.GetExtendedPlayers()) do
if(GetPlayerPing(xPlayer.source) > 0) then
vehicleType = ESX.GetVehicleType(vehicleModel, xPlayer.source)
break
end
local xPlayer = ESX.GetExtendedPlayers()[1]
if xPlayer then
vehicleType = ESX.GetVehicleType(vehicleModel, xPlayer.source)
end
end