2025-08-06 17:33:26 +02:00
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local QBCore = exports['qb-core']:GetCoreObject()
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2025-08-06 18:18:04 +02:00
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local trackedVehicles = {}
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-- Debug Funktion
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local function Debug(msg)
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if Config.Debug then
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print("[AntiDespawn] " .. msg)
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end
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end
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2025-08-06 17:33:26 +02:00
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-- Funktion um zu prüfen ob Fahrzeugklasse erlaubt ist
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local function IsVehicleClassAllowed(vehicle)
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local vehicleClass = GetVehicleClass(vehicle)
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2025-08-06 18:18:04 +02:00
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-- Prüfe Blacklist
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for _, blacklistedClass in pairs(Config.BlacklistedVehicleClasses) do
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if vehicleClass == blacklistedClass then
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return false
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end
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end
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-- Prüfe Whitelist
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2025-08-06 17:33:26 +02:00
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for _, allowedClass in pairs(Config.AllowedVehicleClasses) do
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if vehicleClass == allowedClass then
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return true
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end
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end
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2025-08-06 18:18:04 +02:00
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2025-08-06 17:33:26 +02:00
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return false
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end
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2025-08-06 18:18:04 +02:00
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-- Starke Anti-Despawn Funktion
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2025-08-06 18:12:40 +02:00
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local function PreventDespawn(vehicle)
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if DoesEntityExist(vehicle) then
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2025-08-06 18:18:04 +02:00
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-- Grundlegende Persistenz
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2025-08-06 18:12:40 +02:00
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SetEntityAsMissionEntity(vehicle, true, true)
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SetVehicleHasBeenOwnedByPlayer(vehicle, true)
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SetVehicleNeedsToBeHotwired(vehicle, false)
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-- Zusätzliche Flags
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2025-08-06 18:18:04 +02:00
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SetEntityLoadCollisionFlag(vehicle, true)
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2025-08-06 18:12:40 +02:00
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SetVehicleIsStolen(vehicle, false)
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SetVehicleIsWanted(vehicle, false)
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-- Verhindere dass das Fahrzeug als "abandoned" markiert wird
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if DecorExistOn(vehicle, "IgnoredByQuickSave") then
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DecorSetBool(vehicle, "IgnoredByQuickSave", false)
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end
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return true
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end
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return false
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end
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2025-08-06 17:59:00 +02:00
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-- Event Handler für Fahrzeug betreten (nur Fahrersitz)
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2025-08-06 17:53:15 +02:00
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CreateThread(function()
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local lastVehicle = 0
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while true do
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Wait(1000)
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local playerPed = PlayerPedId()
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local currentVehicle = GetVehiclePedIsIn(playerPed, false)
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2025-08-06 17:59:00 +02:00
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-- Spieler ist als Fahrer in ein Fahrzeug eingestiegen
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2025-08-06 17:53:15 +02:00
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if currentVehicle ~= 0 and currentVehicle ~= lastVehicle then
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2025-08-06 18:01:54 +02:00
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-- Prüfe ob Spieler auf Fahrersitz ist
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local driver = GetPedInVehicleSeat(currentVehicle, -1)
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2025-08-06 17:59:00 +02:00
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2025-08-06 18:01:54 +02:00
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-- Nur wenn Spieler der Fahrer ist (Seat -1)
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if driver == playerPed and IsVehicleClassAllowed(currentVehicle) then
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2025-08-06 17:53:15 +02:00
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local plate = QBCore.Functions.GetPlate(currentVehicle)
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2025-08-06 18:18:04 +02:00
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trackedVehicles[plate] = currentVehicle
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2025-08-06 17:59:00 +02:00
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2025-08-06 18:12:40 +02:00
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-- Sofort starke Despawn-Verhinderung
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PreventDespawn(currentVehicle)
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2025-08-06 17:53:15 +02:00
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2025-08-06 18:18:04 +02:00
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Debug("Fahrzeug wird nun getrackt: " .. plate)
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-- Registriere Fahrzeug beim Server
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local vehicleCoords = GetEntityCoords(currentVehicle)
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local vehicleHeading = GetEntityHeading(currentVehicle)
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local vehicleModel = GetEntityModel(currentVehicle)
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TriggerServerEvent('antidespawn:server:registerVehicle', plate, vehicleModel, vehicleCoords, vehicleHeading)
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2025-08-06 17:53:15 +02:00
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end
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end
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lastVehicle = currentVehicle
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end
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end)
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2025-08-06 18:12:40 +02:00
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-- Kontinuierliche Despawn-Verhinderung für alle getrackten Fahrzeuge
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CreateThread(function()
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while true do
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Wait(10000) -- Alle 10 Sekunden
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2025-08-06 18:18:04 +02:00
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for plate, vehicle in pairs(trackedVehicles) do
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2025-08-06 17:53:15 +02:00
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if DoesEntityExist(vehicle) then
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2025-08-06 18:12:40 +02:00
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PreventDespawn(vehicle)
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2025-08-06 17:53:15 +02:00
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2025-08-06 18:18:04 +02:00
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-- Aktualisiere Position
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local vehicleCoords = GetEntityCoords(vehicle)
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local vehicleHeading = GetEntityHeading(vehicle)
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2025-08-06 17:49:33 +02:00
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2025-08-06 18:18:04 +02:00
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TriggerServerEvent('antidespawn:server:updateVehicle', plate, vehicleCoords, vehicleHeading)
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2025-08-06 17:53:15 +02:00
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2025-08-06 18:18:04 +02:00
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Debug("Aktualisiere Fahrzeug: " .. plate)
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2025-08-06 17:53:15 +02:00
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else
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2025-08-06 18:18:04 +02:00
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trackedVehicles[plate] = nil
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Debug("Fahrzeug existiert nicht mehr: " .. plate)
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2025-08-06 17:49:33 +02:00
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end
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end
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2025-08-06 17:33:26 +02:00
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end
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end)
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2025-08-06 18:18:04 +02:00
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-- Lade Fahrzeuge beim Spawn
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RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
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Debug("Spieler geladen, lade Fahrzeuge...")
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Wait(10000) -- Warte bis alles geladen ist
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TriggerServerEvent('antidespawn:server:loadVehicles')
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end)
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-- Spawne ein Fahrzeug
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RegisterNetEvent('antidespawn:client:spawnVehicle', function(data)
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Debug("Spawne Fahrzeug: " .. data.plate)
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-- Prüfe ob Fahrzeug bereits existiert
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|
local existingVehicle = GetVehicleByPlate(data.plate)
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if existingVehicle then
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Debug("Fahrzeug existiert bereits: " .. data.plate)
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trackedVehicles[data.plate] = existingVehicle
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PreventDespawn(existingVehicle)
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return
|
2025-08-06 17:49:33 +02:00
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end
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|
2025-08-06 18:18:04 +02:00
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-- Spawne Fahrzeug
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local modelHash = data.model
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RequestModel(modelHash)
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|
local timeout = 0
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|
|
while not HasModelLoaded(modelHash) and timeout < 100 do
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Wait(100)
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timeout = timeout + 1
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end
|
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if HasModelLoaded(modelHash) then
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|
local vehicle = CreateVehicle(modelHash, data.coords.x, data.coords.y, data.coords.z, data.heading, true, false)
|
2025-08-06 17:33:26 +02:00
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|
2025-08-06 18:18:04 +02:00
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|
if DoesEntityExist(vehicle) then
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-- Setze Kennzeichen
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|
SetVehicleNumberPlateText(vehicle, data.plate)
|
2025-08-06 18:07:18 +02:00
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|
2025-08-06 18:18:04 +02:00
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|
|
-- Setze Fuel
|
|
|
|
if GetResourceState(Config.FuelSystem) == 'started' then
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|
|
exports[Config.FuelSystem]:SetFuel(vehicle, data.fuel or 100)
|
2025-08-06 18:07:18 +02:00
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|
end
|
2025-08-06 18:18:04 +02:00
|
|
|
|
|
|
|
-- Verhindere Despawn
|
|
|
|
PreventDespawn(vehicle)
|
|
|
|
|
|
|
|
-- Füge zu getrackten Fahrzeugen hinzu
|
|
|
|
trackedVehicles[data.plate] = vehicle
|
|
|
|
|
|
|
|
Debug("Fahrzeug erfolgreich gespawnt: " .. data.plate)
|
|
|
|
else
|
|
|
|
Debug("Fehler beim Spawnen des Fahrzeugs: " .. data.plate)
|
2025-08-06 17:33:26 +02:00
|
|
|
end
|
2025-08-06 18:18:04 +02:00
|
|
|
|
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|
|
SetModelAsNoLongerNeeded(modelHash)
|
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|
|
else
|
|
|
|
Debug("Modell konnte nicht geladen werden: " .. data.plate)
|
2025-08-06 17:33:26 +02:00
|
|
|
end
|
|
|
|
end)
|
|
|
|
|
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|
|
-- Hilfsfunktion um Fahrzeug anhand Kennzeichen zu finden
|
|
|
|
function GetVehicleByPlate(plate)
|
|
|
|
local vehicles = GetGamePool('CVehicle')
|
|
|
|
for _, vehicle in pairs(vehicles) do
|
|
|
|
if QBCore.Functions.GetPlate(vehicle) == plate then
|
|
|
|
return vehicle
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
-- jg-advanced-garage Events
|
|
|
|
RegisterNetEvent('jg-advancedgarages:client:vehicle-stored', function(data)
|
2025-08-06 18:18:04 +02:00
|
|
|
if data and data.plate and trackedVehicles[data.plate] then
|
|
|
|
trackedVehicles[data.plate] = nil
|
|
|
|
TriggerServerEvent('antidespawn:server:removeVehicle', data.plate)
|
|
|
|
Debug("Fahrzeug in Garage gespeichert, entferne aus Tracking: " .. data.plate)
|
2025-08-06 17:33:26 +02:00
|
|
|
end
|
|
|
|
end)
|
|
|
|
|
|
|
|
-- Cleanup beim Disconnect
|
|
|
|
AddEventHandler('onResourceStop', function(resourceName)
|
|
|
|
if resourceName == GetCurrentResourceName() then
|
2025-08-06 18:18:04 +02:00
|
|
|
trackedVehicles = {}
|
2025-08-06 17:33:26 +02:00
|
|
|
end
|
|
|
|
end)
|