remove vehicle health sync
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@@ -72,8 +72,8 @@ namespace ReallifeGamemode.Server.Util
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public bool Engine { get; set; } = false;
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//(Not synced)
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public float BodyHealth { get; set; } = 1000.0f;
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public float EngineHealth { get; set; } = 1000.0f;
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//public float BodyHealth { get; set; } = 1000.0f;
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//public float EngineHealth { get; set; } = 1000.0f;
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//Doors 0-7 (0 = closed, 1 = open, 2 = broken) (This uses enums so don't worry about it)
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public int[] Door { get; set; } = new int[8] { 0, 0, 0, 0, 0, 0, 0, 0 };
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@@ -397,21 +397,21 @@ namespace ReallifeGamemode.Server.Util
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player.TriggerEvent("Vehicle_setLockStatus", data.Locked);
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}
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[ServerEvent(Event.VehicleDamage)]
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public void VehDamage(Vehicle veh, float bodyHealthLoss, float engineHealthLoss)
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{
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VehicleSyncData data = GetVehicleSyncData(veh);
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if (data == default(VehicleSyncData))
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data = new VehicleSyncData();
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//[ServerEvent(Event.VehicleDamage)]
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//public void VehDamage(Vehicle veh, float bodyHealthLoss, float engineHealthLoss)
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//{
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// VehicleSyncData data = GetVehicleSyncData(veh);
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// if (data == default(VehicleSyncData))
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// data = new VehicleSyncData();
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data.BodyHealth -= bodyHealthLoss;
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data.EngineHealth -= engineHealthLoss;
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// data.BodyHealth -= bodyHealthLoss;
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// data.EngineHealth -= engineHealthLoss;
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UpdateVehicleSyncData(veh, data);
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// UpdateVehicleSyncData(veh, data);
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if (NAPI.Vehicle.GetVehicleDriver(veh) != default(Client)) //Doesn't work?
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NAPI.ClientEvent.TriggerClientEvent(NAPI.Vehicle.GetVehicleDriver(veh), "VehStream_PlayerExitVehicleAttempt", veh);
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}
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// if (NAPI.Vehicle.GetVehicleDriver(veh) != default(Client)) //Doesn't work?
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// NAPI.ClientEvent.TriggerClientEvent(NAPI.Vehicle.GetVehicleDriver(veh), "VehStream_PlayerExitVehicleAttempt", veh);
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//}
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[ServerEvent(Event.VehicleDoorBreak)]
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public void VehDoorBreak(Vehicle veh, int index)
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