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Syncing doors when a new player joins.
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@@ -31,6 +31,10 @@ function isAuthorized(door)
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return false
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return false
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end
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end
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AddEventHandler("playerSpawned", function()
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TriggerServerEvent("ND_Doorlocks:getDoors")
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end)
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AddEventHandler("onResourceStart", function(resourceName)
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AddEventHandler("onResourceStart", function(resourceName)
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if (GetCurrentResourceName() ~= resourceName) then
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if (GetCurrentResourceName() ~= resourceName) then
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return
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return
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@@ -79,5 +83,18 @@ AddEventHandler("ND_Doorlocks:syncDoor", function(doorID, state)
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for _, doors in pairs(doorList[doorID].doors) do
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for _, doors in pairs(doorList[doorID].doors) do
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local entity = GetClosestObjectOfType(doors.coords.x, doors.coords.y, doors.coords.z, 1.0, doors.hash, false, false, false)
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local entity = GetClosestObjectOfType(doors.coords.x, doors.coords.y, doors.coords.z, 1.0, doors.hash, false, false, false)
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SetEntityHeading(entity, doors.heading)
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SetEntityHeading(entity, doors.heading)
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FreezeEntityPosition(entity, state)
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end
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end)
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RegisterNetEvent("ND_Doorlocks:returnDoors")
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AddEventHandler("ND_Doorlocks:returnDoors", function(updatedDoors)
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for doorID, state in pairs(updatedDoors) do
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doorList[doorID].locked = state
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for _, doors in pairs(doorList[doorID].doors) do
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local entity = GetClosestObjectOfType(doors.coords.x, doors.coords.y, doors.coords.z, 1.0, doors.hash, false, false, false)
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SetEntityHeading(entity, doors.heading)
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FreezeEntityPosition(entity, state)
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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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