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4 changed files with 214 additions and 380 deletions
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@ -1,26 +1,44 @@
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local QBCore = exports['qb-core']:GetCoreObject()
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local playerDrivenVehicles = {} -- Nur Fahrzeuge die der Spieler gefahren hat
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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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-- 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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-- 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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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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return false
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end
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-- Stärkere Despawn-Verhinderung
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-- Starke Anti-Despawn Funktion
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local function PreventDespawn(vehicle)
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if DoesEntityExist(vehicle) then
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-- Grundlegende Persistenz
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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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SetEntityLoadCollisionFlag(vehicle, true)
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-- Zusätzliche Flags
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SetEntityLoadCollisionFlag(vehicle, true)
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SetVehicleIsStolen(vehicle, false)
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SetVehicleIsWanted(vehicle, false)
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@ -29,95 +47,11 @@ local function PreventDespawn(vehicle)
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DecorSetBool(vehicle, "IgnoredByQuickSave", false)
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end
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-- Setze Fahrzeug auf Boden
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SetVehicleOnGroundProperly(vehicle)
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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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-- Funktion um Fahrzeugmods zu erhalten
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local function GetVehicleMods(vehicle)
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local mods = {}
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-- Basis Mods
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for i = 0, 49 do
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mods[tostring(i)] = GetVehicleMod(vehicle, i)
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end
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-- Extras
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mods.extras = {}
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for i = 1, 12 do
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if DoesExtraExist(vehicle, i) then
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mods.extras[tostring(i)] = IsVehicleExtraTurnedOn(vehicle, i)
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end
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end
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-- Farben
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local primaryColor, secondaryColor = GetVehicleColours(vehicle)
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local pearlescentColor, wheelColor = GetVehicleExtraColours(vehicle)
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mods.colors = {
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primary = primaryColor,
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secondary = secondaryColor,
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pearlescent = pearlescentColor,
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wheels = wheelColor
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}
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-- Neon
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mods.neon = {
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left = IsVehicleNeonLightEnabled(vehicle, 0),
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right = IsVehicleNeonLightEnabled(vehicle, 1),
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front = IsVehicleNeonLightEnabled(vehicle, 2),
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back = IsVehicleNeonLightEnabled(vehicle, 3)
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}
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local r, g, b = GetVehicleNeonLightsColour(vehicle)
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mods.neonColor = {r = r, g = g, b = b}
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return mods
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end
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-- Funktion um Fahrzeugmods zu setzen
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local function SetVehicleMods(vehicle, mods)
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if not mods then return end
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-- Basis Mods
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for i = 0, 49 do
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if mods[tostring(i)] then
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SetVehicleMod(vehicle, i, mods[tostring(i)], false)
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end
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end
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-- Extras
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if mods.extras then
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for i = 1, 12 do
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if mods.extras[tostring(i)] ~= nil then
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SetVehicleExtra(vehicle, i, not mods.extras[tostring(i)])
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end
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end
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end
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-- Farben
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if mods.colors then
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SetVehicleColours(vehicle, mods.colors.primary or 0, mods.colors.secondary or 0)
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SetVehicleExtraColours(vehicle, mods.colors.pearlescent or 0, mods.colors.wheels or 0)
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end
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-- Neon
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if mods.neon then
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SetVehicleNeonLightEnabled(vehicle, 0, mods.neon.left or false)
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SetVehicleNeonLightEnabled(vehicle, 1, mods.neon.right or false)
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SetVehicleNeonLightEnabled(vehicle, 2, mods.neon.front or false)
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SetVehicleNeonLightEnabled(vehicle, 3, mods.neon.back or false)
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end
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if mods.neonColor then
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SetVehicleNeonLightsColour(vehicle, mods.neonColor.r, mods.neonColor.g, mods.neonColor.b)
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end
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end
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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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@ -136,14 +70,19 @@ CreateThread(function()
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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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local plate = QBCore.Functions.GetPlate(currentVehicle)
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playerDrivenVehicles[plate] = currentVehicle
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trackedVehicles[plate] = currentVehicle
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-- Sofort starke Despawn-Verhinderung
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PreventDespawn(currentVehicle)
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if Config.Debug then
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print(string.format("Player started driving vehicle: %s", plate))
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end
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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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end
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end
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@ -156,164 +95,81 @@ CreateThread(function()
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while true do
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Wait(10000) -- Alle 10 Sekunden
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for plate, vehicle in pairs(playerDrivenVehicles) do
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for plate, vehicle in pairs(trackedVehicles) do
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if DoesEntityExist(vehicle) then
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PreventDespawn(vehicle)
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if Config.Debug then
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print(string.format("Refreshing despawn protection for: %s", plate))
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end
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else
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playerDrivenVehicles[plate] = nil
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if Config.Debug then
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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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end
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end)
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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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-- 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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-- Aktualisiere Position
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local vehicleCoords = GetEntityCoords(vehicle)
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local vehicleHeading = GetEntityHeading(vehicle)
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-- Verstärke Despawn-Schutz bei jedem Save
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PreventDespawn(vehicle)
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TriggerServerEvent('antidespawn:server:updateVehicle', plate, vehicleCoords, vehicleHeading)
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-- Speichere Fahrzeugdaten
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local vehicleData = {
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plate = plate,
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model = GetEntityModel(vehicle),
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position = {x = vehicleCoords.x, y = vehicleCoords.y, z = vehicleCoords.z},
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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,
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mods = GetVehicleMods(vehicle)
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}
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-- Versuche Fuel zu bekommen
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if GetResourceState('LegacyFuel') == 'started' then
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vehicleData.fuel = exports['LegacyFuel']:GetFuel(vehicle) or 100
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elseif GetResourceState('ps-fuel') == 'started' then
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vehicleData.fuel = exports['ps-fuel']:GetFuel(vehicle) or 100
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end
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TriggerServerEvent('vehicle-persistence:server:saveVehiclePosition', vehicleData)
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if Config.Debug then
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print(string.format("Saving player driven vehicle: %s", plate))
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end
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Debug("Aktualisiere Fahrzeug: " .. plate)
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else
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-- Fahrzeug existiert nicht mehr, entferne aus Liste
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playerDrivenVehicles[plate] = nil
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if Config.Debug then
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print(string.format("Player driven vehicle no longer exists: %s", plate))
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end
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trackedVehicles[plate] = nil
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Debug("Fahrzeug existiert nicht mehr: " .. plate)
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end
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end
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end
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end)
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-- Spawne gespeicherte Fahrzeuge
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RegisterNetEvent('vehicle-persistence:client:spawnSavedVehicles', function(vehicles)
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if Config.Debug then
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print(string.format("Received %d vehicles to spawn", #vehicles))
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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
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end
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for _, vehicleData in pairs(vehicles) do
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if Config.Debug then
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print(string.format("Processing vehicle: %s", vehicleData.plate))
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end
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-- Spawne Fahrzeug
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local modelHash = data.model
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local position = json.decode(vehicleData.position)
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local rotation = json.decode(vehicleData.rotation)
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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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-- Prüfe ob Fahrzeug bereits existiert
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local existingVehicle = GetVehicleByPlate(vehicleData.plate)
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if not existingVehicle then
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CreateThread(function()
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local modelHash = vehicleData.model
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if type(modelHash) == "string" then
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modelHash = GetHashKey(modelHash)
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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)
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if Config.Debug then
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print(string.format("Requesting model: %s (Hash: %s)", vehicleData.model, modelHash))
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end
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if DoesEntityExist(vehicle) then
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-- Setze Kennzeichen
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SetVehicleNumberPlateText(vehicle, data.plate)
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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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if Config.Debug then
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print(string.format("Model loaded, creating vehicle at: %.2f, %.2f, %.2f", position.x, position.y, position.z))
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end
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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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Wait(1000) -- Warte bis Fahrzeug vollständig geladen
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-- Setze Fahrzeugdaten
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SetVehicleNumberPlateText(vehicle, vehicleData.plate)
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SetVehicleEngineHealth(vehicle, vehicleData.engine_health or 1000.0)
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SetVehicleBodyHealth(vehicle, vehicleData.body_health or 1000.0)
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-- Setze Fuel
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if GetResourceState('LegacyFuel') == 'started' then
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exports['LegacyFuel']:SetFuel(vehicle, vehicleData.fuel or 100)
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elseif GetResourceState('ps-fuel') == 'started' then
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exports['ps-fuel']:SetFuel(vehicle, vehicleData.fuel or 100)
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end
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-- Setze Mods
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if vehicleData.mods then
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local success, mods = pcall(json.decode, vehicleData.mods)
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if success then
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SetVehicleMods(vehicle, mods)
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end
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end
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-- Starke Despawn-Verhinderung
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PreventDespawn(vehicle)
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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 Liste hinzu
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playerDrivenVehicles[vehicleData.plate] = existingVehicle
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PreventDespawn(existingVehicle)
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if Config.Debug then
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print(string.format("Vehicle already exists: %s", vehicleData.plate))
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-- Setze Fuel
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if GetResourceState(Config.FuelSystem) == 'started' then
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exports[Config.FuelSystem]:SetFuel(vehicle, data.fuel or 100)
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end
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-- Verhindere Despawn
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PreventDespawn(vehicle)
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-- Füge zu getrackten Fahrzeugen hinzu
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trackedVehicles[data.plate] = vehicle
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Debug("Fahrzeug erfolgreich gespawnt: " .. data.plate)
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else
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Debug("Fehler beim Spawnen des Fahrzeugs: " .. data.plate)
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end
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SetModelAsNoLongerNeeded(modelHash)
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else
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Debug("Modell konnte nicht geladen werden: " .. data.plate)
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end
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end)
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@ -328,65 +184,18 @@ function GetVehicleByPlate(plate)
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return nil
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end
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-- Lade Fahrzeuge beim Spawn
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RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
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if Config.Debug then
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print("Player loaded, waiting before loading vehicles...")
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end
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Wait(15000)
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if Config.Debug then
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print("Loading vehicles...")
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end
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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(20000)
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local playerData = QBCore.Functions.GetPlayerData()
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if playerData and playerData.citizenid then
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if Config.Debug then
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print("Resource started, loading vehicles for existing player...")
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end
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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 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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if data and data.plate and trackedVehicles[data.plate] then
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trackedVehicles[data.plate] = nil
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TriggerServerEvent('antidespawn:server:removeVehicle', data.plate)
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Debug("Fahrzeug in Garage gespeichert, entferne aus Tracking: " .. data.plate)
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end
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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 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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-- Debug Command
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RegisterCommand('loadvehicles', function()
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if Config.Debug then
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print("Manual vehicle load triggered...")
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TriggerServerEvent('vehicle-persistence:server:loadVehicles')
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end
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end, false)
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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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playerDrivenVehicles = {}
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trackedVehicles = {}
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end
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end)
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@ -1,13 +1,13 @@
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Config = {}
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-- Debug Modus
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Config.Debug = true
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-- Speicherintervall in Millisekunden (5000 = 5 Sekunden)
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Config.SaveInterval = 5000
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-- Maximale Distanz zum Fahrzeug bevor es als "verlassen" gilt
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Config.MaxDistance = 1.0
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-- Debug Modus
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Config.Debug = true
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-- Fuel System
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Config.FuelSystem = "LegacyFuel" -- Anpassen an dein Fuel System
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-- Fahrzeugklassen die gespeichert werden sollen
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Config.AllowedVehicleClasses = {
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|
@ -36,5 +36,7 @@ Config.AllowedVehicleClasses = {
|
|||
22, -- Open Wheel
|
||||
}
|
||||
|
||||
-- Mindestdistanz zu Garagen um Fahrzeuge zu tracken
|
||||
Config.MinGarageDistance = 0.0
|
||||
-- Blacklisted vehicle classes
|
||||
Config.BlacklistedVehicleClasses = {
|
||||
-- 21, -- Trains
|
||||
}
|
||||
|
|
|
@ -2,7 +2,7 @@ fx_version 'cerulean'
|
|||
game 'gta5'
|
||||
|
||||
author 'YourName'
|
||||
description 'Vehicle Persistence System for jg-advanced-garage'
|
||||
description 'Vehicle Anti-Despawn System for QB-Core'
|
||||
version '1.0.0'
|
||||
|
||||
shared_scripts {
|
||||
|
@ -15,11 +15,11 @@ server_scripts {
|
|||
}
|
||||
|
||||
client_scripts {
|
||||
'config.lua',
|
||||
'client/main.lua'
|
||||
}
|
||||
|
||||
dependencies {
|
||||
'qb-core',
|
||||
'jg-advancedgarages',
|
||||
'oxmysql'
|
||||
'jg-advancedgarages'
|
||||
}
|
||||
|
|
|
@ -1,85 +1,131 @@
|
|||
local QBCore = exports['qb-core']:GetCoreObject()
|
||||
local vehicles = {}
|
||||
|
||||
-- Debug Funktion
|
||||
local function Debug(msg)
|
||||
if Config.Debug then
|
||||
print("[AntiDespawn] " .. msg)
|
||||
end
|
||||
end
|
||||
|
||||
-- Erstelle Tabelle bei Serverstart
|
||||
CreateThread(function()
|
||||
MySQL.query([[
|
||||
CREATE TABLE IF NOT EXISTS `vehicle_positions` (
|
||||
CREATE TABLE IF NOT EXISTS `vehicle_antidespawn` (
|
||||
`id` int(11) NOT NULL AUTO_INCREMENT,
|
||||
`plate` varchar(50) NOT NULL,
|
||||
`citizenid` varchar(50) NOT NULL,
|
||||
`model` varchar(50) NOT NULL,
|
||||
`position` longtext NOT NULL,
|
||||
`rotation` longtext NOT NULL,
|
||||
`engine_health` float DEFAULT 1000.0,
|
||||
`body_health` float DEFAULT 1000.0,
|
||||
`coords` longtext NOT NULL,
|
||||
`heading` float NOT NULL,
|
||||
`fuel` int(11) DEFAULT 100,
|
||||
`mods` longtext DEFAULT NULL,
|
||||
`last_updated` timestamp DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,
|
||||
PRIMARY KEY (`id`),
|
||||
UNIQUE KEY `plate` (`plate`)
|
||||
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4;
|
||||
]])
|
||||
end)
|
||||
|
||||
-- Speichere Fahrzeugposition
|
||||
RegisterNetEvent('vehicle-persistence:server:saveVehiclePosition', function(vehicleData)
|
||||
local src = source
|
||||
local Player = QBCore.Functions.GetPlayer(src)
|
||||
Debug("Datenbank initialisiert")
|
||||
|
||||
if not Player then return end
|
||||
-- Lade alle Fahrzeuge aus der Datenbank
|
||||
MySQL.query("SELECT * FROM vehicle_antidespawn", {}, function(results)
|
||||
if results and #results > 0 then
|
||||
Debug("Lade " .. #results .. " Fahrzeuge aus der Datenbank")
|
||||
|
||||
local query = [[
|
||||
INSERT INTO vehicle_positions (plate, citizenid, model, position, rotation, engine_health, body_health, fuel, mods)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?)
|
||||
ON DUPLICATE KEY UPDATE
|
||||
position = VALUES(position),
|
||||
rotation = VALUES(rotation),
|
||||
engine_health = VALUES(engine_health),
|
||||
body_health = VALUES(body_health),
|
||||
fuel = VALUES(fuel),
|
||||
mods = VALUES(mods),
|
||||
last_updated = CURRENT_TIMESTAMP
|
||||
]]
|
||||
|
||||
MySQL.insert(query, {
|
||||
vehicleData.plate,
|
||||
Player.PlayerData.citizenid,
|
||||
vehicleData.model,
|
||||
json.encode(vehicleData.position),
|
||||
json.encode(vehicleData.rotation),
|
||||
vehicleData.engineHealth,
|
||||
vehicleData.bodyHealth,
|
||||
vehicleData.fuel,
|
||||
json.encode(vehicleData.mods)
|
||||
})
|
||||
|
||||
if Config.Debug then
|
||||
print(string.format("Saved vehicle position for plate: %s", vehicleData.plate))
|
||||
end
|
||||
end)
|
||||
|
||||
-- Lade gespeicherte Fahrzeuge beim Serverstart
|
||||
RegisterNetEvent('vehicle-persistence:server:loadVehicles', function()
|
||||
local src = source
|
||||
local Player = QBCore.Functions.GetPlayer(src)
|
||||
|
||||
if not Player then return end
|
||||
|
||||
MySQL.query('SELECT * FROM vehicle_positions WHERE citizenid = ?', {
|
||||
Player.PlayerData.citizenid
|
||||
}, function(result)
|
||||
if result and #result > 0 then
|
||||
TriggerClientEvent('vehicle-persistence:client:spawnSavedVehicles', src, result)
|
||||
for _, vehicle in pairs(results) do
|
||||
vehicles[vehicle.plate] = {
|
||||
model = vehicle.model,
|
||||
coords = json.decode(vehicle.coords),
|
||||
heading = vehicle.heading,
|
||||
fuel = vehicle.fuel,
|
||||
last_updated = vehicle.last_updated
|
||||
}
|
||||
end
|
||||
end
|
||||
end)
|
||||
end)
|
||||
|
||||
-- Entferne Fahrzeug aus Datenbank
|
||||
RegisterNetEvent('vehicle-persistence:server:removeVehicle', function(plate)
|
||||
MySQL.execute('DELETE FROM vehicle_positions WHERE plate = ?', {plate})
|
||||
-- Registriere ein Fahrzeug
|
||||
RegisterNetEvent('antidespawn:server:registerVehicle', function(plate, model, coords, heading)
|
||||
local src = source
|
||||
|
||||
if Config.Debug then
|
||||
print(string.format("Removed vehicle from persistence: %s", plate))
|
||||
if not plate or not model or not coords then
|
||||
Debug("Ungültige Daten beim Registrieren eines Fahrzeugs")
|
||||
return
|
||||
end
|
||||
|
||||
vehicles[plate] = {
|
||||
model = model,
|
||||
coords = coords,
|
||||
heading = heading,
|
||||
fuel = 100,
|
||||
last_updated = os.time()
|
||||
}
|
||||
|
||||
MySQL.query("INSERT INTO vehicle_antidespawn (plate, model, coords, heading, fuel) VALUES (?, ?, ?, ?, ?) ON DUPLICATE KEY UPDATE coords = VALUES(coords), heading = VALUES(heading), last_updated = CURRENT_TIMESTAMP", {
|
||||
plate,
|
||||
model,
|
||||
json.encode(coords),
|
||||
heading,
|
||||
100
|
||||
})
|
||||
|
||||
Debug("Fahrzeug registriert: " .. plate)
|
||||
end)
|
||||
|
||||
-- Aktualisiere ein Fahrzeug
|
||||
RegisterNetEvent('antidespawn:server:updateVehicle', function(plate, coords, heading)
|
||||
if not vehicles[plate] then return end
|
||||
|
||||
vehicles[plate].coords = coords
|
||||
vehicles[plate].heading = heading
|
||||
vehicles[plate].last_updated = os.time()
|
||||
|
||||
MySQL.query("UPDATE vehicle_antidespawn SET coords = ?, heading = ?, last_updated = CURRENT_TIMESTAMP WHERE plate = ?", {
|
||||
json.encode(coords),
|
||||
heading,
|
||||
plate
|
||||
})
|
||||
|
||||
Debug("Fahrzeug aktualisiert: " .. plate)
|
||||
end)
|
||||
|
||||
-- Entferne ein Fahrzeug
|
||||
RegisterNetEvent('antidespawn:server:removeVehicle', function(plate)
|
||||
if not vehicles[plate] then return end
|
||||
|
||||
vehicles[plate] = nil
|
||||
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {
|
||||
plate
|
||||
})
|
||||
|
||||
Debug("Fahrzeug entfernt: " .. plate)
|
||||
end)
|
||||
|
||||
-- Lade Fahrzeuge für einen Spieler
|
||||
RegisterNetEvent('antidespawn:server:loadVehicles', function()
|
||||
local src = source
|
||||
local Player = QBCore.Functions.GetPlayer(src)
|
||||
|
||||
if not Player then return end
|
||||
|
||||
local playerCoords = GetEntityCoords(GetPlayerPed(src))
|
||||
|
||||
-- Lade nur Fahrzeuge in der Nähe des Spielers
|
||||
for plate, vehicle in pairs(vehicles) do
|
||||
local distance = #(playerCoords - vector3(vehicle.coords.x, vehicle.coords.y, vehicle.coords.z))
|
||||
|
||||
if distance < 100.0 then
|
||||
TriggerClientEvent('antidespawn:client:spawnVehicle', src, {
|
||||
plate = plate,
|
||||
model = vehicle.model,
|
||||
coords = vehicle.coords,
|
||||
heading = vehicle.heading,
|
||||
fuel = vehicle.fuel
|
||||
})
|
||||
|
||||
Debug("Fahrzeug für Spieler geladen: " .. plate)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
|
@ -87,30 +133,7 @@ end)
|
|||
CreateThread(function()
|
||||
while true do
|
||||
Wait(3600000) -- 1 Stunde
|
||||
MySQL.execute('DELETE FROM vehicle_positions WHERE last_updated < DATE_SUB(NOW(), INTERVAL 24 HOUR)')
|
||||
if Config.Debug then
|
||||
print("Cleaned up old vehicle positions")
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
-- jg-advanced-garage Events
|
||||
RegisterNetEvent('jg-advancedgarages:server:vehicle-stored', function(data)
|
||||
-- Entferne Fahrzeug aus Persistence wenn es in Garage gespeichert wird
|
||||
if data and data.plate then
|
||||
TriggerEvent('vehicle-persistence:server:removeVehicle', data.plate)
|
||||
if Config.Debug then
|
||||
print(string.format("Vehicle stored in garage, removed from persistence: %s", data.plate))
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('jg-advancedgarages:server:vehicle-spawned', function(data)
|
||||
-- Entferne aus Persistence da Fahrzeug jetzt über Garage gespawnt wurde
|
||||
if data and data.plate then
|
||||
TriggerEvent('vehicle-persistence:server:removeVehicle', data.plate)
|
||||
if Config.Debug then
|
||||
print(string.format("Vehicle spawned from garage, removed from persistence: %s", data.plate))
|
||||
end
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE last_updated < DATE_SUB(NOW(), INTERVAL 24 HOUR)")
|
||||
Debug("Alte Fahrzeugeinträge bereinigt")
|
||||
end
|
||||
end)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue