From 04b1d32c9d162838b2dea601c3b49284f4f40e48 Mon Sep 17 00:00:00 2001 From: Kenshin13 <63159154+Kenshiin13@users.noreply.github.com> Date: Sun, 6 Jul 2025 16:53:25 +0200 Subject: [PATCH] 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. --- [core]/es_extended/server/modules/onesync.lua | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/[core]/es_extended/server/modules/onesync.lua b/[core]/es_extended/server/modules/onesync.lua index f51f3519..1dce277a 100644 --- a/[core]/es_extended/server/modules/onesync.lua +++ b/[core]/es_extended/server/modules/onesync.lua @@ -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