Check for vehicle before setting transient + cleanup
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@@ -1468,8 +1468,6 @@ function respawnVehicle(vehicle) {
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function spawnVehicle(vehicleData) {
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logToConsole(LOG_DEBUG, `[VRR.Vehicle]: Spawning ${getVehicleNameFromModel(vehicleData.model)} at ${vehicleData.spawnPosition.x}, ${vehicleData.spawnPosition.y}, ${vehicleData.spawnPosition.z} with heading ${vehicleData.spawnRotation}`);
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let vehicle = createGameVehicle(vehicleData.model, vehicleData.spawnPosition, vehicleData.spawnRotation);
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setVehicleHeading(vehicle, vehicleData.spawnRotation);
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setElementTransient(vehicle, false);
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if (!vehicle) {
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return false;
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@@ -1497,7 +1495,8 @@ function spawnVehicle(vehicleData) {
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setVehicleEngine(vehicle, false);
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logToConsole(LOG_VERBOSE, `[VRR.Vehicle]: Setting vehicle ${vehicle.id}'s engine to OFF`);
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} else {
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setVehicleEngine(vehicle, intToBool(vehicleData.engine)); logToConsole(LOG_VERBOSE, `[VRR.Vehicle]: Setting vehicle ${vehicle.id}'s engine to ${toUpperCase(getOnOffFromBool(getVehicleEngine(vehicle)))}`);
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setVehicleEngine(vehicle, intToBool(vehicleData.engine));
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logToConsole(LOG_VERBOSE, `[VRR.Vehicle]: Setting vehicle ${vehicle.id}'s engine to ${toUpperCase(getOnOffFromBool(getVehicleEngine(vehicle)))}`);
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}
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if (typeof vehicle.locked != "undefined") {
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@@ -1514,6 +1513,7 @@ function spawnVehicle(vehicleData) {
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setEntityData(vehicle, "agrp.engine", vehicleData.engine, true);
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forcePlayerToSyncElementProperties(null, vehicle);
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setElementTransient(vehicle, false);
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return vehicle;
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}
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