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| 1 | if(DOES_CHAR_EXIST(players[index].ped)){
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| 2 | if(IS_CHAR_IN_ANY_CAR(pPlayer)){
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| 3 | if(IS_CHAR_IN_ANY_CAR(players[index].ped)){
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| 4 | float x,y,z,heading; | |
| 5 | int pveh,paveh,nvid,tick; | |
| 6 | GET_CAR_CHAR_IS_USING(players[index].ped,&pveh); | |
| 7 | GET_NETWORK_ID_FROM_VEHICLE(pveh,&nvid); | |
| 8 | REQUEST_CONTROL_OF_NETWORK_ID(nvid); | |
| 9 | while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
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| 10 | tick++; | |
| 11 | REQUEST_CONTROL_OF_NETWORK_ID(nvid); | |
| 12 | if(tick >= 200){
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| 13 | print("Error");
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| 14 | return; | |
| 15 | } | |
| 16 | WAIT(0); | |
| 17 | } | |
| 18 | if(!IS_CAR_ATTACHED(pveh)){
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| 19 | GET_CAR_HEADING(pveh,&heading); | |
| 20 | GET_CHAR_COORDINATES(players[index].ped,&x,&y,&z); | |
| 21 | GET_CAR_CHAR_IS_USING(pPlayer,&paveh); | |
| 22 | SET_CAR_HEADING(paveh,heading); | |
| 23 | teleport_char(pPlayer,x,y,z); | |
| 24 | FREEZE_CAR_POSITION(pveh,true); | |
| 25 | - | ATTACH_CAR_TO_CAR(pveh,paveh,0,0,0,-.3,0,0,0); |
| 25 | + | ATTACH_CAR_TO_CAR(pveh,paveh,0,0,0,-0.3,0,0,0); |
| 26 | LOCK_CAR_DOORS(paveh,4); | |
| 27 | LOCK_CAR_DOORS(pveh,4); | |
| 28 | print("Players vehicle now under your control");
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| 29 | return; | |
| 30 | } | |
| 31 | else if(IS_CAR_ATTACHED(pveh)){
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| 32 | LOCK_CAR_DOORS(paveh,1); | |
| 33 | LOCK_CAR_DOORS(pveh,1); | |
| 34 | FREEZE_CAR_POSITION(pveh,false); | |
| 35 | DETACH_CAR(pveh); | |
| 36 | print("Players vehicle no longer under control");
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| 37 | return; | |
| 38 | } | |
| 39 | } | |
| 40 | else print("Player not in Vehicle");
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| 41 | } | |
| 42 | else print("You are not in a Vehicle");
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| 43 | } |