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Fix: Hopefully Fix Ammo Bug
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@@ -389,36 +389,32 @@ end
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function StartServerSyncLoops()
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if not Config.OxInventory then
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-- keep track of ammo
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CreateThread(function()
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local currentWeapon = {timer=0}
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while ESX.PlayerLoaded do
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local sleep = 500
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-- keep track of ammo
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if currentWeapon.timer == sleep then
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local ammoCount = GetAmmoInPedWeapon(ESX.PlayerData.ped, currentWeapon.hash)
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TriggerServerEvent('esx:updateWeaponAmmo', currentWeapon.name, ammoCount)
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currentWeapon.timer = 0
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elseif currentWeapon.timer > sleep then
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currentWeapon.timer = currentWeapon.timer - sleep
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end
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if IsPedArmed(ESX.PlayerData.ped, 4) then
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sleep = 0
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if IsPedShooting(ESX.PlayerData.ped) then
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local _,weaponHash = GetCurrentPedWeapon(ESX.PlayerData.ped, true)
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local weapon = ESX.GetWeaponFromHash(weaponHash)
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if weapon then
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currentWeapon.name = weapon.name
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currentWeapon.hash = weaponHash
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currentWeapon.timer = 100 * sleep
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end
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CreateThread(function()
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local currentWeapon = {Ammo = 0}
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while ESX.PlayerLoaded do
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local sleep = 250
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if IsPedArmed(ESX.PlayerData.ped, 4) or IsPedArmed(ESX.PlayerData.ped, 2) then
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sleep = 0
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local _,weaponHash = GetCurrentPedWeapon(ESX.PlayerData.ped, true)
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local weapon = ESX.GetWeaponFromHash(weaponHash)
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if weapon then
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local ammoCount = GetAmmoInPedWeapon(ESX.PlayerData.ped, weaponHash)
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if weapon.name ~= currentWeapon.name then
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currentWeapon.Ammo = ammoCount
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currentWeapon.name = weapon.name
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else
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if ammoCount ~= currentWeapon.Ammo then
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currentWeapon.Ammo = ammoCount
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TriggerServerEvent('esx:updateWeaponAmmo', weapon.name, ammoCount)
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end
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end
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end
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end
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Wait(sleep)
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end
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end
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Wait(sleep)
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end
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end)
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end)
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end
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-- sync current player coords with server
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