forked from Simnation/Main
fix relog
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c30708c702
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3 changed files with 38 additions and 142 deletions
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@ -2,11 +2,6 @@ local QBCore = exports['qb-core']:GetCoreObject()
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local savedLocation = nil
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local function DebugPrint(msg)
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print("^3[RELOG-CLIENT] ^7" .. msg)
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end
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RegisterCommand("relog", function()
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local ped = PlayerPedId()
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local coords = GetEntityCoords(ped)
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@ -15,13 +10,9 @@ RegisterCommand("relog", function()
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if not playerData or not playerData.citizenid then
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QBCore.Functions.Notify("Fehler beim Abrufen der Spielerdaten", "error")
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DebugPrint("Fehler: Keine Spielerdaten verfügbar")
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return
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end
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local cid = playerData.citizenid
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DebugPrint("Relog gestartet für CID: " .. cid)
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if IsPedInAnyVehicle(ped, false) then
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QBCore.Functions.Notify("Du kannst nicht im Fahrzeug relogen", "error")
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@ -29,31 +20,30 @@ RegisterCommand("relog", function()
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end
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local posData = {
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TriggerServerEvent("qb-relogsave:server:saveLocation", playerData.citizenid, {
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x = coords.x,
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y = coords.y,
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z = coords.z
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}
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}, heading)
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DebugPrint("Position wird gespeichert: X=" .. posData.x .. ", Y=" .. posData.y .. ", Z=" .. posData.z)
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TriggerServerEvent("qb-relogsave:server:saveLocation", cid, posData, heading)
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QBCore.Functions.Notify("Position gespeichert. Du wirst in 2 Sekunden zum Charaktermenü weitergeleitet...", "primary")
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Wait(2000)
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TriggerEvent("um-multicharacter:client:chooseChar")
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Wait(500)
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DebugPrint("Trigger um-multicharacter:client:chooseChar")
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TriggerEvent("um-multicharacter:client:chooseChar")
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TriggerServerEvent("qb-relogsave:server:kickForRelog")
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end, false)
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RegisterNetEvent("qb-relogsave:client:restoreLocation", function(pos, heading)
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if not pos or not pos.x or not pos.y or not pos.z then
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DebugPrint("Ungültige Position empfangen")
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return
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end
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if not pos or not pos.x or not pos.y or not pos.z then return end
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DebugPrint("Position empfangen: X=" .. pos.x .. ", Y=" .. pos.y .. ", Z=" .. pos.z)
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savedLocation = {
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pos = pos,
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heading = heading
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@ -61,71 +51,36 @@ RegisterNetEvent("qb-relogsave:client:restoreLocation", function(pos, heading)
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end)
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local function CheckEvents()
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RegisterNetEvent("um-multicharacter:client:spawned", function()
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DebugPrint("Event 'um-multicharacter:client:spawned' ausgelöst")
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RestorePosition()
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end)
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RegisterNetEvent("um-multicharacter:client:playerSpawned", function()
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DebugPrint("Event 'um-multicharacter:client:playerSpawned' ausgelöst")
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RestorePosition()
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end)
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RegisterNetEvent("QBCore:Client:OnPlayerLoaded", function()
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DebugPrint("Event 'QBCore:Client:OnPlayerLoaded' ausgelöst")
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RegisterNetEvent("QBCore:Client:OnPlayerLoaded", function()
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Wait(1000)
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RestorePosition()
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end)
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end)
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RegisterNetEvent("playerSpawned", function()
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DebugPrint("Event 'playerSpawned' ausgelöst")
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RegisterNetEvent("um-multicharacter:client:spawned", function()
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Wait(1000)
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RestorePosition()
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end)
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end
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end)
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function RestorePosition()
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if savedLocation then
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DebugPrint("Versuche Position wiederherzustellen...")
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Wait(1000)
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Wait(500)
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DoScreenFadeOut(500)
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Wait(600)
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if savedLocation.pos and savedLocation.pos.x and savedLocation.pos.y and savedLocation.pos.z then
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DebugPrint("Teleportiere zu X=" .. savedLocation.pos.x .. ", Y=" .. savedLocation.pos.y .. ", Z=" .. savedLocation.pos.z)
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SetEntityCoords(PlayerPedId(), savedLocation.pos.x, savedLocation.pos.y, savedLocation.pos.z)
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SetEntityHeading(PlayerPedId(), savedLocation.heading)
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local ground, groundZ = GetGroundZFor_3dCoord(savedLocation.pos.x, savedLocation.pos.y, savedLocation.pos.z)
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if ground then
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SetEntityCoordsNoOffset(PlayerPedId(), savedLocation.pos.x, savedLocation.pos.y, groundZ + 1.0, false, false, false)
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end
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else
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DebugPrint("Fehler: Ungültige Position beim Wiederherstellen")
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end
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Wait(500)
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DoScreenFadeIn(500)
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savedLocation = nil
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DebugPrint("Position wiederhergestellt und gelöscht")
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else
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DebugPrint("Keine gespeicherte Position zum Wiederherstellen")
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QBCore.Functions.Notify("Position wiederhergestellt", "success")
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end
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end
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Citizen.CreateThread(function()
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DebugPrint("Relog-System initialisiert")
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CheckEvents()
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end)
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@ -1,9 +1,9 @@
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fx_version 'cerulean'
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game 'gta5'
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description 'relog system'
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description 'Easy Relog // um-multi. ist erforderlich
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author 'Duck'
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version '1.0.1'
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version '1.0.0'
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client_script 'client.lua'
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server_script 'server.lua'
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@ -2,29 +2,15 @@ local savedLocations = {}
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local QBCore = exports['qb-core']:GetCoreObject()
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local function DebugPrint(msg)
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print("^2[RELOG-DEBUG] ^7" .. msg)
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end
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RegisterNetEvent("qb-relogsave:server:saveLocation", function(cid, coords, heading)
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local src = source
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local playerName = GetPlayerName(src) or "Unbekannt"
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if not cid or not coords then
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DebugPrint("Fehler: Ungültige Daten von " .. playerName .. " (ID: " .. src .. ")")
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return
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end
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if not cid or not coords then return end
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savedLocations[cid] = {
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pos = coords,
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heading = heading,
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timestamp = os.time(),
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playerName = playerName
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heading = heading
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}
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DebugPrint("Position für " .. playerName .. " (CID: " .. cid .. ") gespeichert: X=" ..
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coords.x .. ", Y=" .. coords.y .. ", Z=" .. coords.z)
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print("[Relog] Position für " .. cid .. " gespeichert")
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end)
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@ -32,68 +18,23 @@ RegisterNetEvent('QBCore:Server:OnPlayerLoaded', function()
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local src = source
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local Player = QBCore.Functions.GetPlayer(src)
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if not Player then
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DebugPrint("Fehler: Spieler nicht gefunden (ID: " .. src .. ")")
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return
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end
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if not Player then return end
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local cid = Player.PlayerData.citizenid
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DebugPrint("Spieler geladen: " .. Player.PlayerData.name .. " (CID: " .. cid .. ")")
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if savedLocations[cid] then
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local pos = savedLocations[cid].pos
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local heading = savedLocations[cid].heading
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local timestamp = savedLocations[cid].timestamp
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local timeAgo = os.time() - timestamp
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DebugPrint("Gespeicherte Position gefunden für " .. cid .. " (vor " .. timeAgo .. " Sekunden)")
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if pos and pos.x and pos.y and pos.z then
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DebugPrint("Position wird wiederhergestellt: X=" .. pos.x .. ", Y=" .. pos.y .. ", Z=" .. pos.z)
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TriggerClientEvent("qb-relogsave:client:restoreLocation", src, pos, heading)
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else
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DebugPrint("Ungültige Position für " .. cid)
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end
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print("[Relog] Position für " .. cid .. " wiederhergestellt")
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savedLocations[cid] = nil
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else
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DebugPrint("Keine gespeicherte Position für " .. cid .. " gefunden")
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end
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end)
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RegisterNetEvent('um-multicharacter:server:CharacterLoaded', function()
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RegisterNetEvent("qb-relogsave:server:kickForRelog", function()
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local src = source
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local Player = QBCore.Functions.GetPlayer(src)
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if not Player then return end
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local cid = Player.PlayerData.citizenid
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DebugPrint("um-multicharacter: Charakter geladen für " .. cid)
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if savedLocations[cid] then
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TriggerClientEvent("qb-relogsave:client:restoreLocation", src, savedLocations[cid].pos, savedLocations[cid].heading)
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savedLocations[cid] = nil
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end
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DropPlayer(src, "Relog wird durchgeführt... Bitte erneut verbinden.")
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end)
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QBCore.Commands.Add('relogpositions', 'Zeigt alle gespeicherten Relog-Positionen', {}, false, function(source)
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local count = 0
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for cid, data in pairs(savedLocations) do
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count = count + 1
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local timeAgo = os.time() - (data.timestamp or 0)
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TriggerClientEvent('QBCore:Notify', source, cid .. ": " ..
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"X=" .. math.floor(data.pos.x) ..
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" Y=" .. math.floor(data.pos.y) ..
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" Z=" .. math.floor(data.pos.z) ..
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" (vor " .. timeAgo .. "s)")
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end
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if count == 0 then
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TriggerClientEvent('QBCore:Notify', source, "Keine gespeicherten Positionen")
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end
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end, 'admin')
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