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if(DOES_CHAR_EXIST(players[index].ped)){
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	if(IS_CHAR_IN_ANY_CAR(pPlayer)){
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		if(IS_CHAR_IN_ANY_CAR(players[index].ped)){
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			float x,y,z,heading;
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			int pveh,paveh,nvid,tick;
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			GET_CAR_CHAR_IS_USING(players[index].ped,&pveh);
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			GET_NETWORK_ID_FROM_VEHICLE(pveh,&nvid);
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			REQUEST_CONTROL_OF_NETWORK_ID(nvid);
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			while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
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				tick++;
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				REQUEST_CONTROL_OF_NETWORK_ID(nvid);
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				if(tick >= 200){
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					print("Error");
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						return;
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				}
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				WAIT(0);
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			}	
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			if(!IS_CAR_ATTACHED(pveh)){
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				GET_CAR_HEADING(pveh,&heading);
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				GET_CHAR_COORDINATES(players[index].ped,&x,&y,&z);
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				GET_CAR_CHAR_IS_USING(pPlayer,&paveh);
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				SET_CAR_HEADING(paveh,heading);
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				teleport_char(pPlayer,x,y,z);
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				FREEZE_CAR_POSITION(pveh,true);
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				ATTACH_CAR_TO_CAR(pveh,paveh,0,0,0,-.3,0,0,0);
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				ATTACH_CAR_TO_CAR(pveh,paveh,0,0,0,-0.3,0,0,0);
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				LOCK_CAR_DOORS(paveh,4);
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				LOCK_CAR_DOORS(pveh,4);
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				print("Players vehicle now under your control");
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				return;
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			}
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			else if(IS_CAR_ATTACHED(pveh)){
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				LOCK_CAR_DOORS(paveh,1);
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				LOCK_CAR_DOORS(pveh,1);
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				FREEZE_CAR_POSITION(pveh,false);
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				DETACH_CAR(pveh);
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				print("Players vehicle no longer under control");
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				return;
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			}
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		}
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		else print("Player not in Vehicle");
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	}
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	else print("You are not in a Vehicle");
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}