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refactor(client/vehicleProperties): return true if client owns entity
Technically closer to the previous behaviour.
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@@ -284,7 +284,7 @@ end
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---@param vehicle number
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---@param vehicle number
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---@param props VehicleProperties
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---@param props VehicleProperties
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---@param fixVehicle? boolean Fix the vehicle after props have been set. Usually required when adding extras.
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---@param fixVehicle? boolean Fix the vehicle after props have been set. Usually required when adding extras.
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---@return boolean?
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---@return boolean isEntityOwner True if the entity is networked and the client is the current entity owner.
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function lib.setVehicleProperties(vehicle, props, fixVehicle)
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function lib.setVehicleProperties(vehicle, props, fixVehicle)
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if not DoesEntityExist(vehicle) then
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if not DoesEntityExist(vehicle) then
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error(("Unable to set vehicle properties for '%s' (entity does not exist)"):format(vehicle))
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error(("Unable to set vehicle properties for '%s' (entity does not exist)"):format(vehicle))
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@@ -637,5 +637,5 @@ function lib.setVehicleProperties(vehicle, props, fixVehicle)
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SetVehicleFixed(vehicle)
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SetVehicleFixed(vehicle)
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end
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end
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return true
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return not NetworkGetEntityIsNetworked(vehicle) or NetworkGetEntityOwner(vehicle) == cache.playerId
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end
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end
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