fix(es_extended): Better Handing Of Onesync Spawning

This commit is contained in:
Mycroft
2022-09-12 18:52:33 +01:00
parent 3ca6c68d2d
commit b6241e194c
+17 -4
View File
@@ -498,13 +498,26 @@ function ESX.Game.SpawnVehicle(vehicle, coords, heading, cb, networked)
local isAutomobile = IsThisModelACar(model)
if isAutomobile ~= false then isAutomobile = true end
ESX.TriggerServerCallback('esx:Onesync:SpawnVehicle',function(NetID)
print("Spawned Vehicle: " .. NetID)
if NetID then
local Tries = 0
SetNetworkIdCanMigrate(NetID, true)
local vehicle = NetworkGetEntityFromNetworkId(NetID)
while not DoesEntityExist(vehicle) and not NetworkHasControlOfEntity(vehicle) do
vehicle = NetworkGetEntityFromNetworkId(NetID)
NetworkRequestControlOfEntity(vehicle)
while not DoesEntityExist(vehicle) do
Wait(0)
vehicle = NetworkGetEntityFromNetworkId(NetID)
Tries += 1
if Tries > 250 then
break
end
end
Tries = 0
NetworkRequestControlOfEntity(vehicle)
while not NetworkHasControlOfEntity(vehicle) do
Wait(0)
Tries += 1
if Tries > 250 then
break
end
end
SetEntityAsMissionEntity(vehicle, true, true)
SetVehicleHasBeenOwnedByPlayer(vehicle, true)