fix pilot
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@@ -227,16 +227,16 @@ namespace ReallifeGamemode.Server.Job
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playerRouteCurrent.Add(player.Name, new List<Vector3>());
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playerRouteCurrent[player.Name] = selectedRoute;
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_CHANGING_VEHICLE.Add(player);
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if (playerVehiclePair.ContainsKey(player))
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{
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if (playerVehiclePair[player] != null)
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playerVehiclePair[player].Delete();
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playerVehiclePair.Remove(player);
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}
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playerVehiclePair.Add(player, vehicle);
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player.SetIntoVehicle(vehicle.Handle, 0);
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_CHANGING_VEHICLE.Remove(player);
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CheckPointHandle.StartCheckPointRoute(player, selectedRoute, 0, CHECKPOINT_MARKER_ID, 40, 10, true, "PILOT:InCheckpoint"); //6, 23, 25, 26, 27, 28
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}
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@@ -282,7 +282,7 @@ namespace ReallifeGamemode.Server.Job
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public override void StartJobEndTimer(Player player)
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{
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if (!playerVehiclePair.ContainsKey(player))
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if (!playerVehiclePair.ContainsKey(player) && _CHANGING_VEHICLE.Contains(player))
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return;
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if (JobManager.playerTimersJobVehicleRespawn.ContainsKey(player))
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@@ -292,8 +292,8 @@ namespace ReallifeGamemode.Server.Job
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PlayerTimer playerTimer = new PlayerTimer(player, playerVehiclePair[player], 30000);
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playerTimer.Elapsed += JobTimerElapsed;
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JobManager.playerTimersJobVehicleRespawn[player] = playerTimer;
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//player.SendChatMessage("~y~[JOB] ~w~Du hast das Fahrzeug verlassen,");
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//player.SendChatMessage("~y~[JOB] ~w~Bist du nicht in 30 Sekunden zurück, ~r~wird der Job beendet!");
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player.SendChatMessage("~y~[JOB] ~w~Du hast das Fahrzeug verlassen,");
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player.SendChatMessage("~y~[JOB] ~w~Bist du nicht in 30 Sekunden zurück, ~r~wird der Job beendet!");
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}
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private void JobTimerElapsed(Player player, Vehicle vehicle)
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