Send IV network ID with vehicle data
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@@ -30,7 +30,7 @@ class VehicleData {
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// ===========================================================================
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// ===========================================================================
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function receiveVehicleFromServer(vehicleId, position, model, colour1, colour2, colour3 = 0, colour4 = 0, locked = false, lights = false, engine = false, licensePlate = "") {
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function receiveVehicleFromServer(vehicleId, networkId, position, model, colour1, colour2, colour3 = 0, colour4 = 0, locked = false, lights = false, engine = false, licensePlate = "") {
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logToConsole(LOG_DEBUG, `[VRR.Vehicle] Received vehicle ${vehicleId} (${getVehicleNameFromModel(model, getGame())}) from server`);
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logToConsole(LOG_DEBUG, `[VRR.Vehicle] Received vehicle ${vehicleId} (${getVehicleNameFromModel(model, getGame())}) from server`);
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if (getGame() != AGRP_GAME_GTA_IV) {
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if (getGame() != AGRP_GAME_GTA_IV) {
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@@ -50,8 +50,16 @@ function receiveVehicleFromServer(vehicleId, position, model, colour1, colour2,
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vehicleData.lights = lights;
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vehicleData.lights = lights;
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vehicleData.locked = locked;
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vehicleData.locked = locked;
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vehicleData.licensePlate = "";
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vehicleData.licensePlate = "";
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vehicleData.networkId = networkId;
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let vehicle = natives.getVehicleFromNetworkId(vehicleId.ivNetworkId);
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if (natives.getVehicleFromNetworkId(vehicleId.ivNetworkId) != null) {
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vehicleData.vehicle = natives.getVehicleFromNetworkId(vehicleId.ivNetworkId);
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} else {
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let vehicle = createGameVehicle(model, position, heading, colour1, colour2, colour3, colour4);
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vehicleData.vehicle = vehicle;
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sendNetworkEventToServer("agrp.vehicleCreated", vehicleId, natives.getNetworkIdFromVehicle(vehicle));
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}
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} else {
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} else {
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//logToConsole(LOG_DEBUG, `[VRR.Vehicle] Vehicle ${vehicleId} doesn't exist. Adding ...`);
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//logToConsole(LOG_DEBUG, `[VRR.Vehicle] Vehicle ${vehicleId} doesn't exist. Adding ...`);
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//let tempVehicleData = new VehicleData(vehicleId, name, position, blipModel, pickupModel);
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//let tempVehicleData = new VehicleData(vehicleId, name, position, blipModel, pickupModel);
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