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docs: add more cl_player.lua comments
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@@ -42,6 +42,7 @@ PLY =
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vehClassValid = false
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vehClassValid = false
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}
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}
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-- Returns if the current vehicle fits the validity requirements for the radar to work
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function PLY:VehicleStateValid()
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function PLY:VehicleStateValid()
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return DoesEntityExist( self.veh ) and self.veh > 0 and self.vehClassValid
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return DoesEntityExist( self.veh ) and self.veh > 0 and self.vehClassValid
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end
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end
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@@ -78,6 +79,7 @@ function PLY:GetOtherPed()
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return nil
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return nil
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end
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end
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-- Returns the server ID of the player in the opposite seat (driver/passenger)
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function PLY:GetOtherPedServerId()
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function PLY:GetOtherPedServerId()
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local otherPed = self:GetOtherPed()
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local otherPed = self:GetOtherPed()
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@@ -105,16 +107,24 @@ Citizen.CreateThread( function()
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end
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end
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end )
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end )
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-- This thread is used to check when the player is entering a vehicle and then triggers the sync system
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Citizen.CreateThread( function()
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Citizen.CreateThread( function()
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while ( true ) do
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while ( true ) do
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-- The sync trigger should only start when the player is getting into a vehicle
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if ( IsPedGettingIntoAVehicle( PLY.ped ) ) then
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if ( IsPedGettingIntoAVehicle( PLY.ped ) ) then
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-- Get the vehicle the player is entering
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local vehEntering = GetVehiclePedIsEntering( PLY.ped )
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local vehEntering = GetVehiclePedIsEntering( PLY.ped )
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Citizen.Wait( 2000 )
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-- Only proceed if the vehicle the player is entering is an emergency vehicle
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if ( GetVehicleClass( vehEntering ) == 18 ) then
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if ( GetVehicleClass( vehEntering ) == 18 ) then
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-- Wait two seconds, this gives enough time for the player to get sat in the seat
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Citizen.Wait( 2000 )
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-- Get the vehicle the player is now in
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local veh = GetVehiclePedIsIn( PLY.ped, false )
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local veh = GetVehiclePedIsIn( PLY.ped, false )
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-- Trigger the main sync data function if the vehicle the player is now in is the same as the one they
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-- began entering
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if ( veh == vehEntering ) then
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if ( veh == vehEntering ) then
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SYNC:SyncDataOnEnter()
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SYNC:SyncDataOnEnter()
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end
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end
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