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1 changed files with 35 additions and 117 deletions
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@ -1,7 +1,5 @@
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local QBCore = exports['qb-core']:GetCoreObject()
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local trackedVehicles = {}
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local spawnedVehicles = {}
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local playerEnteredVehicles = {} -- Fahrzeuge in die sich der Spieler gesetzt hat
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local playerDrivenVehicles = {} -- Nur Fahrzeuge die der Spieler gefahren hat
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-- Funktion um zu prüfen ob Fahrzeugklasse erlaubt ist
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local function IsVehicleClassAllowed(vehicle)
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@ -95,24 +93,7 @@ local function SetVehicleMods(vehicle, mods)
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end
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end
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-- Verhindere Despawn für alle getrackten Fahrzeuge
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local function PreventVehicleDespawn(vehicle)
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if DoesEntityExist(vehicle) then
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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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SetVehicleOnGroundProperly(vehicle)
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FreezeEntityPosition(vehicle, false)
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-- Verhindere dass das Fahrzeug als "abandoned" markiert wird
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DecorSetBool(vehicle, "IgnoredByQuickSave", false)
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-- Setze Vehicle als persistent
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SetEntityLoadCollisionFlag(vehicle, true)
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end
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end
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-- Event Handler für Fahrzeug betreten
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-- Event Handler für Fahrzeug betreten (nur Fahrersitz)
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CreateThread(function()
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local lastVehicle = 0
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@ -122,14 +103,21 @@ CreateThread(function()
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local playerPed = PlayerPedId()
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local currentVehicle = GetVehiclePedIsIn(playerPed, false)
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-- Spieler ist in ein Fahrzeug eingestiegen
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-- Spieler ist als Fahrer in ein Fahrzeug eingestiegen
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if currentVehicle ~= 0 and currentVehicle ~= lastVehicle then
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if IsVehicleClassAllowed(currentVehicle) then
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local seat = GetPedVehicleSeat(playerPed)
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-- Nur wenn Spieler auf Fahrersitz ist (Seat -1)
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if seat == -1 and IsVehicleClassAllowed(currentVehicle) then
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local plate = QBCore.Functions.GetPlate(currentVehicle)
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playerEnteredVehicles[plate] = currentVehicle
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playerDrivenVehicles[plate] = currentVehicle
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-- Verhindere sofort Despawn
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SetEntityAsMissionEntity(currentVehicle, true, true)
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SetVehicleHasBeenOwnedByPlayer(currentVehicle, true)
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if Config.Debug then
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print(string.format("Player entered vehicle: %s", plate))
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print(string.format("Player started driving vehicle: %s", plate))
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end
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end
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end
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@ -138,21 +126,19 @@ CreateThread(function()
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end
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end)
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-- Hauptloop für Fahrzeugtracking (nur für Fahrzeuge in die sich Spieler gesetzt haben)
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-- Hauptloop für Fahrzeugtracking (nur für vom Spieler gefahrene Fahrzeuge)
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CreateThread(function()
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while true do
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Wait(Config.SaveInterval)
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local playerPed = PlayerPedId()
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local playerCoords = GetEntityCoords(playerPed)
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-- Tracke nur Fahrzeuge in die sich der Spieler gesetzt hat
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for plate, vehicle in pairs(playerEnteredVehicles) do
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-- Tracke nur Fahrzeuge die der Spieler gefahren hat
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for plate, vehicle in pairs(playerDrivenVehicles) do
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if DoesEntityExist(vehicle) then
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local vehicleCoords = GetEntityCoords(vehicle)
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-- Verhindere Despawn
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PreventVehicleDespawn(vehicle)
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SetEntityAsMissionEntity(vehicle, true, true)
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SetVehicleHasBeenOwnedByPlayer(vehicle, true)
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-- Speichere Fahrzeugdaten
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local vehicleData = {
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@ -162,7 +148,7 @@ CreateThread(function()
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rotation = {x = 0.0, y = 0.0, z = GetEntityHeading(vehicle)},
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engineHealth = GetVehicleEngineHealth(vehicle),
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bodyHealth = GetVehicleBodyHealth(vehicle),
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fuel = 100, -- Standardwert, anpassen je nach Fuel System
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fuel = 100,
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mods = GetVehicleMods(vehicle)
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}
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@ -174,27 +160,15 @@ CreateThread(function()
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end
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TriggerServerEvent('vehicle-persistence:server:saveVehiclePosition', vehicleData)
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trackedVehicles[plate] = vehicle
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if Config.Debug then
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local distance = #(playerCoords - vehicleCoords)
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print(string.format("Tracking player vehicle: %s at distance: %.2f", plate, distance))
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print(string.format("Saving player driven vehicle: %s", plate))
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end
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else
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-- Fahrzeug existiert nicht mehr, entferne aus Liste
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playerEnteredVehicles[plate] = nil
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playerDrivenVehicles[plate] = nil
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if Config.Debug then
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print(string.format("Player vehicle no longer exists: %s", plate))
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end
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end
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end
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-- Prüfe ob getrackte Fahrzeuge noch existieren
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for plate, vehicle in pairs(trackedVehicles) do
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if not DoesEntityExist(vehicle) then
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trackedVehicles[plate] = nil
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if Config.Debug then
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print(string.format("Tracked vehicle no longer exists: %s", plate))
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print(string.format("Player driven vehicle no longer exists: %s", plate))
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end
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end
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end
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@ -231,7 +205,6 @@ RegisterNetEvent('vehicle-persistence:client:spawnSavedVehicles', function(vehic
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local vehicle = CreateVehicle(modelHash, position.x, position.y, position.z, rotation.z, true, false)
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if DoesEntityExist(vehicle) then
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-- Warte bis Fahrzeug vollständig geladen ist
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Wait(500)
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-- Setze Fahrzeugdaten
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@ -253,36 +226,24 @@ RegisterNetEvent('vehicle-persistence:client:spawnSavedVehicles', function(vehic
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end
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-- Verhindere Despawn
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PreventVehicleDespawn(vehicle)
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SetEntityAsMissionEntity(vehicle, true, true)
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SetVehicleHasBeenOwnedByPlayer(vehicle, true)
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spawnedVehicles[vehicleData.plate] = vehicle
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trackedVehicles[vehicleData.plate] = vehicle
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playerEnteredVehicles[vehicleData.plate] = vehicle -- Markiere als Spielerfahrzeug
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playerDrivenVehicles[vehicleData.plate] = vehicle
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if Config.Debug then
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print(string.format("Successfully spawned saved vehicle: %s", vehicleData.plate))
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end
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else
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if Config.Debug then
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print(string.format("Failed to create vehicle: %s", vehicleData.plate))
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end
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end
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SetModelAsNoLongerNeeded(modelHash)
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else
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if Config.Debug then
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print(string.format("Failed to load model for vehicle: %s", vehicleData.plate))
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end
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end
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end)
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else
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-- Fahrzeug existiert bereits, füge zu Tracking hinzu
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trackedVehicles[vehicleData.plate] = existingVehicle
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playerEnteredVehicles[vehicleData.plate] = existingVehicle
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PreventVehicleDespawn(existingVehicle)
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if Config.Debug then
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print(string.format("Vehicle already exists, added to tracking: %s", vehicleData.plate))
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end
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-- Fahrzeug existiert bereits, füge zu Liste hinzu
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playerDrivenVehicles[vehicleData.plate] = existingVehicle
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SetEntityAsMissionEntity(existingVehicle, true, true)
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SetVehicleHasBeenOwnedByPlayer(existingVehicle, true)
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end
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end
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end)
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@ -300,30 +261,14 @@ end
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-- Lade Fahrzeuge beim Spawn
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RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
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Wait(10000) -- Längere Wartezeit bis alles geladen ist
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Wait(10000)
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TriggerServerEvent('vehicle-persistence:server:loadVehicles')
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end)
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-- Lade Fahrzeuge auch beim Resource Start
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CreateThread(function()
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Wait(15000) -- Warte bis Server vollständig geladen ist
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if QBCore.Functions.GetPlayerData().citizenid then
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TriggerServerEvent('vehicle-persistence:server:loadVehicles')
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end
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end)
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-- jg-advanced-garage Events
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RegisterNetEvent('jg-advancedgarages:client:vehicle-stored', function(data)
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if data and data.plate then
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if trackedVehicles[data.plate] then
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trackedVehicles[data.plate] = nil
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end
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if spawnedVehicles[data.plate] then
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spawnedVehicles[data.plate] = nil
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end
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if playerEnteredVehicles[data.plate] then
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playerEnteredVehicles[data.plate] = nil
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end
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if data and data.plate and playerDrivenVehicles[data.plate] then
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playerDrivenVehicles[data.plate] = nil
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if Config.Debug then
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print(string.format("Vehicle stored in garage, removed from tracking: %s", data.plate))
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end
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@ -331,44 +276,17 @@ RegisterNetEvent('jg-advancedgarages:client:vehicle-stored', function(data)
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end)
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RegisterNetEvent('jg-advancedgarages:client:vehicle-spawned', function(data)
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if data and data.plate then
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if trackedVehicles[data.plate] then
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trackedVehicles[data.plate] = nil
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end
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if spawnedVehicles[data.plate] then
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spawnedVehicles[data.plate] = nil
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end
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if playerEnteredVehicles[data.plate] then
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playerEnteredVehicles[data.plate] = nil
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end
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if data and data.plate and playerDrivenVehicles[data.plate] then
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playerDrivenVehicles[data.plate] = nil
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if Config.Debug then
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print(string.format("Vehicle spawned from garage, removed from tracking: %s", data.plate))
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end
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end
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end)
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-- Kontinuierliche Despawn-Verhinderung
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CreateThread(function()
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while true do
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Wait(30000) -- Alle 30 Sekunden
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for plate, vehicle in pairs(trackedVehicles) do
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if DoesEntityExist(vehicle) then
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PreventVehicleDespawn(vehicle)
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else
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trackedVehicles[plate] = nil
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spawnedVehicles[plate] = nil
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playerEnteredVehicles[plate] = nil
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end
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end
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end
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end)
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-- Cleanup beim Disconnect
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AddEventHandler('onResourceStop', function(resourceName)
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if resourceName == GetCurrentResourceName() then
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trackedVehicles = {}
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spawnedVehicles = {}
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playerEnteredVehicles = {}
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playerDrivenVehicles = {}
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end
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end)
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