Some fixes for paintball
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@@ -132,10 +132,24 @@ function respawnPlayerForPaintBall(client) {
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despawnPlayer(client);
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let businessId = getPlayerData(client).paintBallBusiness;
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let spawnId = getRandom(0, getBusinessData(businessId).paintBallSpawns.length - 1);
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//let spawnId = getRandom(0, getBusinessData(businessId).paintBallSpawns.length - 1);
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//spawnPlayer(client, getBusinessData(businessId).paintBallSpawns[spawnId], 0.0, getPlayerSkin(client), getBusinessData(businessId).exitInterior, getBusinessData(businessId).exitPosition, getBusinessData(businessId).exitDimension);
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spawnPlayer(client, getBusinessData(businessId).paintBallSpawns[spawnId], 0.0, getPlayerSkin(client), getBusinessData(businessId).exitInterior, getBusinessData(businessId).exitPosition, getBusinessData(businessId).exitDimension);
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spawnPlayer(client, getBusinessData(businessId).exitPosition, 0.0, getPlayerSkin(client), getBusinessData(businessId).exitInterior, getBusinessData(businessId).exitDimension);
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if (isFadeCameraSupported()) {
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fadeCamera(client, true, 0.5);
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}
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updatePlayerSpawnedState(client, true);
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makePlayerStopAnimation(client);
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setPlayerControlState(client, true);
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resetPlayerBlip(client);
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logToConsole(LOG_DEBUG, `[VRR.PaintBall]: Respawned ${getPlayerDisplayForConsole(client)} for paintball successfully`);
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}
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// ===========================================================================
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function isPlayerInPaintBall(client) {
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return getPlayerData(client).inPaintBall;
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}
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// ===========================================================================
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