Fix remove player from veh
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@@ -28,20 +28,12 @@ function setLocalPlayerControlState(controlState, cursorState = false) {
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// ===========================================================================
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// ===========================================================================
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function fadeLocalCamera(state, duration, colour) {
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function removeLocalPlayerFromVehicle() {
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logToConsole(LOG_DEBUG, `[V.RP.Utilities] Fading camera ${(state) ? "in" : "out"} for ${duration}ms`);
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if (getGame() == V_GAME_MAFIA_ONE) {
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localPlayer.removeFromVehicle(localPlayer.vehicle, 0);
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cameraFadeDuration = duration;
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localPlayer.position = getPosAbovePos(localPlayer.position, 5);
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cameraFadeStart = sdl.ticks;
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cameraFadeIn = state;
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cameraFadeColour = colour;
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cameraFadeAlpha = (state) ? 255 : 0;
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cameraFadeEnabled = true;
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}
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}
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// ===========================================================================
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function removeLocalPlayerFromVehicle() {
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localPlayer.removeFromVehicle();
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localPlayer.removeFromVehicle();
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}
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}
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@@ -405,36 +397,6 @@ function processWantedLevelReset() {
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// ===========================================================================
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// ===========================================================================
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function processLocalPlayerVehicleControlState() {
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if (areServerElementsSupported()) {
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if (localPlayer.vehicle != null) {
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if (doesEntityDataExist(localPlayer.vehicle, "v.rp.engine")) {
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if (getEntityData(localPlayer.vehicle, "v.rp.engine") == false) {
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if (localPlayer.vehicle.engine == true) {
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localPlayer.vehicle.engine = false;
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}
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//localPlayer.vehicle.netFlags.sendSync = false;
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if (!localPlayer.vehicle.engine) {
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if (typeof localPlayer.vehicle.velocity != "undefined") {
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localPlayer.vehicle.velocity = toVector3(0.0, 0.0, 0.0);
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localPlayer.vehicle.turnVelocity = toVector3(0.0, 0.0, 0.0);
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}
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//if (parkedVehiclePosition) {
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// localPlayer.vehicle.position = parkedVehiclePosition;
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// localPlayer.vehicle.heading = parkedVehicleHeading;
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//}
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}
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} else {
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//localPlayer.vehicle.netFlags.sendSync = true;
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}
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}
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}
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}
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}
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// ===========================================================================
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function forceLocalPlayerEquippedWeaponItem() {
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function forceLocalPlayerEquippedWeaponItem() {
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if (typeof localPlayer.weapon != "undefined") {
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if (typeof localPlayer.weapon != "undefined") {
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if (forceWeapon != 0) {
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if (forceWeapon != 0) {
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