Clear equip and respawn job veh on stopwork
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@@ -418,15 +418,9 @@ function stopWorkingCommand(command, params, client) {
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return false;
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return false;
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}
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}
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//if(getPlayerCurrentSubAccount(client).job != closestJob.jobType) {
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deleteJobItems(client);
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// messagePlayerError(client, "This is not your job!");
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// messagePlayerInfo(client, "Use /quitjob if you want to quit your current job and take this one.");
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// break;
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//}
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messagePlayerSuccess(client, "You have stopped working!");
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stopWorking(client);
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stopWorking(client);
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//showApproachCurrentJobTip(client);
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messagePlayerSuccess(client, "You have stopped working!");
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return true;
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return true;
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}
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}
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@@ -549,14 +543,7 @@ function stopWorking(client) {
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//client.player.removeFromVehicle();
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//client.player.removeFromVehicle();
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}
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}
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let vehicleData = getVehicleData(jobVehicle);
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respawnVehicle(jobVehicle);
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jobVehicle.fix();
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jobVehicle.position = vehicleData.spawnPosition;
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jobVehicle.heading = vehicleData.spawnRotation;
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jobVehicle.locked = true;
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jobVehicle.engine = false;
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jobVehicle.lights = false;
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jobVehicle.siren = true;
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getPlayerCurrentSubAccount(client).lastJobVehicle = false;
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getPlayerCurrentSubAccount(client).lastJobVehicle = false;
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}
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}
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@@ -569,27 +556,27 @@ function stopWorking(client) {
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let jobId = getPlayerJob(client);
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let jobId = getPlayerJob(client);
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switch(getJobType(jobId)) {
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switch(getJobType(jobId)) {
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case VRR_JOB_POLICE:
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case VRR_JOB_POLICE:
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messagePlayerInfo(client, "Your uniform, equipment, and police car have been returned to the police station");
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messagePlayerInfo(client, "Your uniform, equipment, and vehicle have been returned to the police station");
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break;
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break;
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case VRR_JOB_MEDICAL:
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case VRR_JOB_MEDICAL:
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messagePlayerInfo(client, "Your uniform and ambulance have been returned to the hospital");
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messagePlayerInfo(client, "Your uniform, equipment, and vehicle have been returned to the hospital");
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break;
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break;
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case VRR_JOB_FIRE:
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case VRR_JOB_FIRE:
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messagePlayerInfo(client, "Your uniform and fire truck have been returned to the fire station");
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messagePlayerInfo(client, "Your uniform, equipment, and vehicle have been returned to the fire station");
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break;
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break;
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case VRR_JOB_BUS:
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case VRR_JOB_BUS:
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messagePlayerInfo(client, "Your bus has been returned to the bus depot");
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messagePlayerInfo(client, "Your vehicle has been returned to the bus depot");
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break;
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break;
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case VRR_JOB_TAXI:
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case VRR_JOB_TAXI:
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messagePlayerInfo(client, "Your taxi has been returned to the taxi depot");
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messagePlayerInfo(client, "Your vehicle has been returned to the taxi depot");
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break;
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break;
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case VRR_JOB_GARBAGE:
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case VRR_JOB_GARBAGE:
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messagePlayerInfo(client, "Your trash truck has been returned to the city landfill");
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messagePlayerInfo(client, "Your vehicle has been returned to the city trash dump");
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break;
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break;
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case VRR_JOB_WEAPON:
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case VRR_JOB_WEAPON:
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