RAGE Multiplayer 1.1.0-DP Update
/freeze was obselete and removed /unfreeze was obselete and removed /spectate was obselete and removed
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@@ -8,13 +8,13 @@ namespace ReallifeGamemode.Server.Util
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{
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public static List<CheckPointListForPlayer> listHandle = new List<CheckPointListForPlayer>();
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public static void DeleteCheckpoints(Client player)
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public static void DeleteCheckpoints(Player player)
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{
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RemovePlayerHandlerFromList(player);
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player.TriggerEvent("destroyCP");
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}
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public static void StartCheckPointRoute(Client player, IEnumerable<Vector3> nListCps, int delay, int markerID, int markerSize, string nEvent)
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public static void StartCheckPointRoute(Player player, IEnumerable<Vector3> nListCps, int delay, int markerID, int markerSize, string nEvent)
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{
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RemovePlayerHandlerFromList(player);
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CheckPointListForPlayer playerHandle = new CheckPointListForPlayer(player, nListCps, delay, markerID, markerSize, nEvent);
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@@ -24,7 +24,7 @@ namespace ReallifeGamemode.Server.Util
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playerHandle.StartRoute();
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}
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public static void RemovePlayerHandlerFromList(Client player)
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public static void RemovePlayerHandlerFromList(Player player)
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{
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CheckPointListForPlayer temp = null;
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for (int a = 0; a < listHandle.Count; a++)
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@@ -38,7 +38,7 @@ namespace ReallifeGamemode.Server.Util
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}
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[RemoteEvent("playerInCheckpoint")]
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public void PlayerInCheckpoint(Client user)
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public void PlayerInCheckpoint(Player user)
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{
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CheckPointListForPlayer temp = null;
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for (int a = 0; a < listHandle.Count; a++)
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@@ -56,7 +56,7 @@ namespace ReallifeGamemode.Server.Util
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public class CheckPointListForPlayer
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{
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public IEnumerable<Vector3> list = new List<Vector3>();
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public Client player;
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public Player player;
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public int delay = 0;
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public int markerID;
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public int markerSize;
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@@ -64,7 +64,7 @@ namespace ReallifeGamemode.Server.Util
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int checkPointsDone = 0;
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public CheckPointListForPlayer(Client nPlayer, IEnumerable<Vector3> nList, int nDelay, int nMarkerID, int nMarkerSize, string nEvent)
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public CheckPointListForPlayer(Player nPlayer, IEnumerable<Vector3> nList, int nDelay, int nMarkerID, int nMarkerSize, string nEvent)
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{
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this.player = nPlayer;
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this.list = nList;
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@@ -8,8 +8,8 @@ namespace ReallifeGamemode.Server.Util
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{
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public static class GlobalHelper
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{
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public static List<Client> DutyAdmins = new List<Client>();
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public static List<Client> tsupAdmins = new List<Client>();
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public static List<Player> DutyAdmins = new List<Player>();
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public static List<Player> tsupAdmins = new List<Player>();
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public static Dictionary<string, string> CustomJoinMessages = new Dictionary<string, string>
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{
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@@ -1,17 +1,17 @@
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using GTANetworkAPI;
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using GTANetworkAPI;
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namespace ReallifeGamemode.Server.Util
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{
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public class SmoothThrottleAntiReverse : Script
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{
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[ServerEvent(Event.PlayerExitVehicle)]
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public void SmoothThrottleExitEvent(Client player, Vehicle veh)
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public void SmoothThrottleExitEvent(Player player, Vehicle veh)
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{
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NAPI.ClientEvent.TriggerClientEvent(player, "SmoothThrottle_PlayerExitVehicle", veh);
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}
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[ServerEvent(Event.PlayerEnterVehicle)]
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public void SmoothThrottleEnterEvent(Client player, Vehicle veh, sbyte seat)
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public void SmoothThrottleEnterEvent(Player player, Vehicle veh, sbyte seat)
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{
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NAPI.ClientEvent.TriggerClientEvent(player, "SmoothThrottle_PlayerEnterVehicle", veh, seat);
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}
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@@ -20,21 +20,21 @@ namespace ReallifeGamemode.Server.Util
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//Note that these are toggles, you only need to call them once.
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//This disables/enables the smooth throttle
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public static void SetSmoothThrottle(Client player, bool turnedOn)
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public static void SetSmoothThrottle(Player player, bool turnedOn)
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{
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NAPI.ClientEvent.TriggerClientEvent(player, "SmoothThrottle_SetSmoothThrottle", turnedOn);
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}
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//This disables/enables anti reverse
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public static void SetAntiReverse(Client player, bool turnedOn)
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public static void SetAntiReverse(Player player, bool turnedOn)
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{
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NAPI.ClientEvent.TriggerClientEvent(player, "SmoothThrottle_SetAntiReverse", turnedOn);
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}
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//This disables/enables both
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public static void SetSmoothThrottleAntiReverse(Client player, bool turnedOn)
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public static void SetSmoothThrottleAntiReverse(Player player, bool turnedOn)
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{
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NAPI.ClientEvent.TriggerClientEvent(player, "SmoothThrottle_SetGlobal", turnedOn);
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}
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}
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}
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}
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@@ -11,6 +11,6 @@ namespace ReallifeGamemode.Server.Util
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public Vector3 Position { get; set; }
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public Client Driver { get; set; }
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public Player Driver { get; set; }
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}
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}
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@@ -233,12 +233,12 @@ namespace ReallifeGamemode.Server.Util
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{
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if (NAPI.Entity.DoesEntityExist(veh))
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{
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if (NAPI.Data.HasEntitySharedData(veh.Handle, "VehicleSyncData"))
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if (NAPI.Data.HasEntitySharedData(veh, "VehicleSyncData"))
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{
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try
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{
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//API converts class objects to JObject so we have to change it back
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JObject obj = NAPI.Data.GetEntitySharedData(veh.Handle, "VehicleSyncData");
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JObject obj = (JObject)NAPI.Data.GetEntitySharedData(veh, "VehicleSyncData");
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return obj.ToObject<VehicleSyncData>();
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}
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catch (Exception) { return null; }
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@@ -285,7 +285,7 @@ namespace ReallifeGamemode.Server.Util
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//Called from the client to sync dirt level
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[RemoteEvent("VehStream_SetDirtLevel")]
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public void VehStreamSetDirtLevel(Client player, Vehicle veh, float dirt)
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public void VehStreamSetDirtLevel(Player player, Vehicle veh, float dirt)
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{
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VehicleSyncData data = GetVehicleSyncData(veh);
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if (data == default(VehicleSyncData))
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@@ -301,7 +301,7 @@ namespace ReallifeGamemode.Server.Util
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//Called from the client to sync door data
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[RemoteEvent("VehStream_SetDoorData")]
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public void VehStreamSetDoorData(Client player, Vehicle veh, int door1state, int door2state, int door3state, int door4state, int door5state, int door6state, int door7state, int door8state)
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public void VehStreamSetDoorData(Player player, Vehicle veh, int door1state, int door2state, int door3state, int door4state, int door5state, int door6state, int door7state, int door8state)
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{
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VehicleSyncData data = GetVehicleSyncData(veh);
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if (data == default(VehicleSyncData))
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@@ -324,7 +324,7 @@ namespace ReallifeGamemode.Server.Util
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//Called from the client to sync window data
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[RemoteEvent("VehStream_SetWindowData")]
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public void VehStreamSetWindowData(Client player, Vehicle veh, int window1state, int window2state, int window3state, int window4state)
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public void VehStreamSetWindowData(Player player, Vehicle veh, int window1state, int window2state, int window3state, int window4state)
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{
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VehicleSyncData data = GetVehicleSyncData(veh);
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if (data == default(VehicleSyncData))
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@@ -343,7 +343,7 @@ namespace ReallifeGamemode.Server.Util
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//Called from the client to sync wheel data
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[RemoteEvent("VehStream_SetWheelData")]
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public void VehStreamSetWheelData(Client player, Vehicle veh, int wheel1state, int wheel2state, int wheel3state, int wheel4state, int wheel5state, int wheel6state, int wheel7state, int wheel8state, int wheel9state, int wheel10state)
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public void VehStreamSetWheelData(Player player, Vehicle veh, int wheel1state, int wheel2state, int wheel3state, int wheel4state, int wheel5state, int wheel6state, int wheel7state, int wheel8state, int wheel9state, int wheel10state)
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{
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VehicleSyncData data = GetVehicleSyncData(veh);
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if (data == default(VehicleSyncData))
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@@ -367,7 +367,7 @@ namespace ReallifeGamemode.Server.Util
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//Other events
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[ServerEvent(Event.PlayerEnterVehicleAttempt)]
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public void VehStreamEnterAttempt(Client player, Vehicle veh, sbyte seat)
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public void VehStreamEnterAttempt(Player player, Vehicle veh, sbyte seat)
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{
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VehicleSyncData data = GetVehicleSyncData(veh);
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if (data == default(VehicleSyncData))
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@@ -378,10 +378,10 @@ namespace ReallifeGamemode.Server.Util
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}
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[ServerEvent(Event.PlayerExitVehicleAttempt)]
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public void VehStreamExitAttempt(Client player, Vehicle veh)
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public void VehStreamExitAttempt(Player player, Vehicle veh)
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{
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if (player.HasData("isDead") && player.GetData("isDead"))
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if (player.HasData("isDead") && player.GetData<bool>("isDead"))
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return;
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@@ -397,9 +397,9 @@ namespace ReallifeGamemode.Server.Util
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}
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[ServerEvent(Event.PlayerExitVehicle)]
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public void VehStreamExit(Client player, Vehicle veh)
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public void VehStreamExit(Player player, Vehicle veh)
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{
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if (player.HasData("isDead") && player.GetData("isDead"))
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if (player.HasData("isDead") && player.GetData<bool>("isDead"))
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return;
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VehicleSyncData data = GetVehicleSyncData(veh);
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@@ -414,7 +414,7 @@ namespace ReallifeGamemode.Server.Util
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}
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[ServerEvent(Event.PlayerEnterVehicle)]
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public void VehStreamEnter(Client player, Vehicle veh, sbyte seat)
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public void VehStreamEnter(Player player, Vehicle veh, sbyte seat)
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{
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VehicleSyncData data = GetVehicleSyncData(veh);
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if (data == default(VehicleSyncData))
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@@ -437,7 +437,7 @@ namespace ReallifeGamemode.Server.Util
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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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// if (NAPI.Vehicle.GetVehicleDriver(veh) != default(Player)) //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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@@ -458,12 +458,12 @@ namespace ReallifeGamemode.Server.Util
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// INDICATORS
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[RemoteEvent("CLIENT:toggleLeftIndicator")]
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public void ToggleLeftIndicator(Client player)
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public void ToggleLeftIndicator(Player player)
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{
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if (!player.IsInVehicle || player.VehicleSeat != -1) return;
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if (!player.IsInVehicle || player.VehicleSeat != 0) return;
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Vehicle veh = player.Vehicle;
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if (!(veh.GetData("indicatorData") is IndicatorData data)) data = new IndicatorData();
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if (!(veh.GetData<IndicatorData>("indicatorData") is IndicatorData data)) data = new IndicatorData();
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if (data.Left && data.Right)
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{
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@@ -480,12 +480,12 @@ namespace ReallifeGamemode.Server.Util
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}
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[RemoteEvent("CLIENT:toggleRightIndicator")]
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public void ToggleRightIndicator(Client player)
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public void ToggleRightIndicator(Player player)
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{
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if (!player.IsInVehicle || player.VehicleSeat != -1) return;
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if (!player.IsInVehicle || player.VehicleSeat != 0) return;
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Vehicle veh = player.Vehicle;
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if (!(veh.GetData("indicatorData") is IndicatorData data)) data = new IndicatorData();
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if (!(veh.GetData<IndicatorData>("indicatorData") is IndicatorData data)) data = new IndicatorData();
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if (data.Left && data.Right)
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{
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@@ -502,12 +502,12 @@ namespace ReallifeGamemode.Server.Util
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}
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[RemoteEvent("CLIENT:toggleWarningIndicator")]
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public void ToggleWarningIndicator(Client player)
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public void ToggleWarningIndicator(Player player)
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{
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if (!player.IsInVehicle || player.VehicleSeat != -1) return;
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if (!player.IsInVehicle || player.VehicleSeat != 0) return;
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Vehicle veh = player.Vehicle;
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if (!(veh.GetData("indicatorData") is IndicatorData data)) data = new IndicatorData();
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if (!(veh.GetData<IndicatorData>("indicatorData") is IndicatorData data)) data = new IndicatorData();
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if (data.Right && data.Left)
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{
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