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ca278be1daa6436e4d1af90d2c53c809cfc98784
Integrated fixes during the move: - monotonic handle counter (handleCount) instead of count+1; no handle collision after a point is removed - unified single proximity loop: per-frame inside() plus a 500ms enter/leave scan, adaptive Wait(next(insidePoints) and 0 or 500), replacing the previous two separate loops - emptiness detected via next() instead of # on a sparse-keyed table Non-portable substitutions documented: - ESX.PlayerData.ped -> PlayerPedId() (ESX.PlayerData is not available in the lib VM) - GetGameTimer() used to gate the 500ms scan within the single loop
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