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fix(es_extended): Better Handing Of Onesync Spawning
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@@ -498,13 +498,26 @@ function ESX.Game.SpawnVehicle(vehicle, coords, heading, cb, networked)
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local isAutomobile = IsThisModelACar(model)
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if isAutomobile ~= false then isAutomobile = true end
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ESX.TriggerServerCallback('esx:Onesync:SpawnVehicle',function(NetID)
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print("Spawned Vehicle: " .. NetID)
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if NetID then
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local Tries = 0
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SetNetworkIdCanMigrate(NetID, true)
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local vehicle = NetworkGetEntityFromNetworkId(NetID)
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while not DoesEntityExist(vehicle) and not NetworkHasControlOfEntity(vehicle) do
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vehicle = NetworkGetEntityFromNetworkId(NetID)
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NetworkRequestControlOfEntity(vehicle)
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while not DoesEntityExist(vehicle) do
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Wait(0)
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vehicle = NetworkGetEntityFromNetworkId(NetID)
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Tries += 1
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if Tries > 250 then
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break
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end
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end
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Tries = 0
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NetworkRequestControlOfEntity(vehicle)
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while not NetworkHasControlOfEntity(vehicle) do
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Wait(0)
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Tries += 1
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if Tries > 250 then
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break
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end
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end
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SetEntityAsMissionEntity(vehicle, true, true)
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SetVehicleHasBeenOwnedByPlayer(vehicle, true)
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