using System.Collections.Generic; using GTANetworkAPI; using ReallifeGamemode.Database.Entities; using ReallifeGamemode.Server.Extensions; using ReallifeGamemode.Server.Util; using ReallifeGamemode.Server.WeaponDeal; namespace ReallifeGamemode.Server.Events { public class EnterVehicle : Script { [ServerEvent(Event.PlayerEnterVehicle)] public void OnPlayerEnterVehicle(Player client, GTANetworkAPI.Vehicle vehicle, sbyte seat) { if (seat != 0) { return; } if (vehicle.HasMarkerBehind()) vehicle.RemoveMarkerBehind(); if (vehicle.GetServerVehicle() is FactionVehicle veh) { User u = client.GetUser(); if (u.FactionId != null && (veh.GetOwners().Contains(u.FactionId.Value)) && (veh.Model == VehicleHash.Burrito3) && vehicle.HasData("weaponDeal") && vehicle.GetData("weaponDeal") == true) { List dealPoint = new List(); dealPoint.Add(vehicle.GetData("weaponDealPoint")); CheckPointHandle.StartCheckPointRoute(client, dealPoint, 5000, 1, 7, "loadWeaponTransport"); } } } } }