Use util func instead of native, send job sphere
This commit is contained in:
@@ -12,8 +12,8 @@ function initJobScript() {
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console.log("[Asshat.Job]: Initializing job script ...");
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console.log("[Asshat.Job]: Initializing job script ...");
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addJobCommandHandlers();
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addJobCommandHandlers();
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createAllJobPickups();
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createAllJobPickups();
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//createAllJobBlips();
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//createAllJobBlips();
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//addEvent("onJobPickupCollected", null, 2);
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//addEvent("onJobPickupCollected", null, 2);
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console.log("[Asshat.Job]: Job script initialized successfully!");
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console.log("[Asshat.Job]: Job script initialized successfully!");
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@@ -35,8 +35,8 @@ function addJobCommandHandlers() {
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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function createAllJobBlips() {
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function createAllJobBlips() {
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for(let i in serverData.jobs[server.game]) {
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for(let i in serverData.jobs[getServerGame()]) {
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serverData.jobs[server.game][i].blip = createBlip(0, serverData.jobs[server.game][i].position, 2, serverConfig.colour.byName.yellow);
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serverData.jobs[getServerGame()][i].blip = createBlip(0, serverData.jobs[getServerGame()][i].position, 2, serverConfig.colour.byName.yellow);
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}
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}
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}
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}
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@@ -45,8 +45,8 @@ function createAllJobBlips() {
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function sendAllJobBlips(client) {
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function sendAllJobBlips(client) {
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//if(getClientData(client).job == AG_JOB_NONE) {
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//if(getClientData(client).job == AG_JOB_NONE) {
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let tempBlips = [];
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let tempBlips = [];
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for(let i in serverData.jobs[server.game]) {
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for(let i in serverData.jobs[getServerGame()]) {
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let jobData = serverData.jobs[server.game][i];
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let jobData = serverData.jobs[getServerGame()][i];
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tempBlips.push([0, jobData.position.x, jobData.position.y, jobData.position.z, 2, serverConfig.colour.byName.yellow]);
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tempBlips.push([0, jobData.position.x, jobData.position.y, jobData.position.z, 2, serverConfig.colour.byName.yellow]);
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}
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}
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triggerNetworkEvent("ag.blips", client, tempBlips);
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triggerNetworkEvent("ag.blips", client, tempBlips);
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@@ -55,12 +55,30 @@ function sendAllJobBlips(client) {
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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function createAllJobPickups() {
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function sendAllJobSpheres() {
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for(let i in serverData.jobs[server.game]) {
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let tempJobSpheres = [];
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serverData.jobs[server.game][i].pickup = createPickup(serverData.jobs[server.game][i].pickupModel, serverData.jobs[server.game][i].position);
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serverData.jobs[server.game][i].pickup.setData("ag.ownerType", AG_PICKUP_JOB, true);
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for(let i in serverData.jobs[getServerGame()]) {
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serverData.jobs[server.game][i].pickup.setData("ag.ownerId", i, true);
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tempJobSpheres.push([
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serverData.jobs[getServerGame()][i].position.x,
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serverData.jobs[getServerGame()][i].position.y,
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serverData.jobs[getServerGame()][i].position.z,
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2,
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AG_SPHERE_JOB,
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i,
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]);
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}
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triggerNetworkEvent("ag.jobSpheres", client, tempJobSpheres);
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}
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// ---------------------------------------------------------------------------
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function createAllJobPickups() {
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for(let i in serverData.jobs[getServerGame()]) {
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serverData.jobs[getServerGame()][i].pickup = createPickup(serverData.jobs[getServerGame()][i].pickupModel, serverData.jobs[getServerGame()][i].position);
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serverData.jobs[getServerGame()][i].pickup.setData("ag.ownerType", AG_PICKUP_JOB, true);
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serverData.jobs[getServerGame()][i].pickup.setData("ag.ownerId", i, true);
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}
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}
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}
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}
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@@ -305,7 +323,7 @@ function startWorking(client) {
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getClientCurrentSubAccount(client).isWorking = true;
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getClientCurrentSubAccount(client).isWorking = true;
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let jobId = getClientCurrentSubAccount(client).job;
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let jobId = getClientCurrentSubAccount(client).job;
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switch(serverData.jobs[server.game][jobId].jobType) {
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switch(serverData.jobs[getServerGame()][jobId].jobType) {
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case AG_JOB_POLICE:
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case AG_JOB_POLICE:
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messageClientInfo(client, "Use /uniform and /equip to get your equipment.");
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messageClientInfo(client, "Use /uniform and /equip to get your equipment.");
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break;
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break;
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@@ -376,7 +394,7 @@ function stopWorking(client) {
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triggerNetworkEvent("ag.clearWeapons", client);
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triggerNetworkEvent("ag.clearWeapons", client);
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let jobId = getClientCurrentSubAccount(client).job;
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let jobId = getClientCurrentSubAccount(client).job;
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switch(serverData.jobs[server.game][jobId].jobType) {
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switch(serverData.jobs[getServerGame()][jobId].jobType) {
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case AG_JOB_POLICE:
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case AG_JOB_POLICE:
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messageClientInfo(client, "Your uniform, equipment, and police car have been returned to the police station");
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messageClientInfo(client, "Your uniform, equipment, and police car have been returned to the police station");
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break;
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break;
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@@ -439,41 +457,41 @@ function jobUniformCommand(command, params, client) {
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let jobId = getClientCurrentSubAccount(client).job;
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let jobId = getClientCurrentSubAccount(client).job;
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getClientCurrentSubAccount(client).jobUniform = uniformId-1;
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getClientCurrentSubAccount(client).jobUniform = uniformId-1;
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switch(serverData.jobs[server.game][jobId].jobType) {
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switch(serverData.jobs[getServerGame()][jobId].jobType) {
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case AG_JOB_POLICE:
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case AG_JOB_POLICE:
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triggerNetworkEvent("ag.skin", null, client.player, serverData.policeJobSkins[server.game][uniformId-1]);
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triggerNetworkEvent("ag.skin", null, client.player, serverData.policeJobSkins[getServerGame()][uniformId-1]);
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//client.player.modelIndex = serverData.policeJobSkins[server.game][uniformId];
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//client.player.modelIndex = serverData.policeJobSkins[getServerGame()][uniformId];
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triggerNetworkEvent("ag.giveWeapon", client, 2, 200, false);
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triggerNetworkEvent("ag.giveWeapon", client, 2, 200, false);
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triggerNetworkEvent("ag.giveWeapon", client, 1, 1, false);
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triggerNetworkEvent("ag.giveWeapon", client, 1, 1, false);
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break;
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break;
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case AG_JOB_MEDICAL:
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case AG_JOB_MEDICAL:
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triggerNetworkEvent("ag.skin", null, client.player, serverData.medicalJobSkins[server.game][uniformId-1]);
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triggerNetworkEvent("ag.skin", null, client.player, serverData.medicalJobSkins[getServerGame()][uniformId-1]);
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//client.player.modelIndex = serverData.medicalJobSkins[server.game][uniformId];
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//client.player.modelIndex = serverData.medicalJobSkins[getServerGame()][uniformId];
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messageClientInfo(client, "Your uniform and ambulance have been returned to the hospital");
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messageClientInfo(client, "Your uniform and ambulance have been returned to the hospital");
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break;
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break;
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case AG_JOB_FIRE:
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case AG_JOB_FIRE:
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triggerNetworkEvent("ag.skin", null, client.player, serverData.fireJobSkins[server.game][uniformId-1]);
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triggerNetworkEvent("ag.skin", null, client.player, serverData.fireJobSkins[getServerGame()][uniformId-1]);
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//client.player.modelIndex = serverData.fireJobSkins[server.game][uniformId];
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//client.player.modelIndex = serverData.fireJobSkins[getServerGame()][uniformId];
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messageClientInfo(client, "Your uniform and fire truck have been returned to the fire station");
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messageClientInfo(client, "Your uniform and fire truck have been returned to the fire station");
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break;
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break;
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case AG_JOB_BUS:
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case AG_JOB_BUS:
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triggerNetworkEvent("ag.skin", null, client.player, serverData.busJobSkins[server.game][uniformId-1]);
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triggerNetworkEvent("ag.skin", null, client.player, serverData.busJobSkins[getServerGame()][uniformId-1]);
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//client.player.modelIndex = serverData.busJobSkins[server.game][uniformId];
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//client.player.modelIndex = serverData.busJobSkins[getServerGame()][uniformId];
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messageClientInfo(client, "Your bus has been returned to the bus depot");
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messageClientInfo(client, "Your bus has been returned to the bus depot");
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break;
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break;
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case AG_JOB_TAXI:
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case AG_JOB_TAXI:
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triggerNetworkEvent("ag.skin", null, client.player, serverData.taxiJobSkins[server.game][uniformId-1]);
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triggerNetworkEvent("ag.skin", null, client.player, serverData.taxiJobSkins[getServerGame()][uniformId-1]);
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//client.player.modelIndex = serverData.taxiJobSkins[server.game][uniformId];
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//client.player.modelIndex = serverData.taxiJobSkins[getServerGame()][uniformId];
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messageClientInfo(client, "Your taxi has been returned to the taxi depot");
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messageClientInfo(client, "Your taxi has been returned to the taxi depot");
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break;
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break;
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case AG_JOB_GARBAGE:
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case AG_JOB_GARBAGE:
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triggerNetworkEvent("ag.skin", null, client.player, serverData.garbageJobSkins[server.game][uniformId-1]);
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triggerNetworkEvent("ag.skin", null, client.player, serverData.garbageJobSkins[getServerGame()][uniformId-1]);
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//client.player.modelIndex = serverData.garbageJobSkins[server.game][uniformId];
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//client.player.modelIndex = serverData.garbageJobSkins[getServerGame()][uniformId];
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messageClientInfo(client, "Your trash truck has been returned to the city landfill");
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messageClientInfo(client, "Your trash truck has been returned to the city landfill");
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break;
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break;
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@@ -586,7 +604,7 @@ function getJobType(jobId) {
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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function getJobData(jobId) {
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function getJobData(jobId) {
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return serverData.jobs[server.game][jobId];
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return serverData.jobs[getServerGame()][jobId];
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}
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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