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Showing content with the highest reputation on 11/25/24 in File Comments

  1. RegisterNetEvent('lockpicks:UseLockpick', function(isAdvanced) local ped = PlayerPedId() local pos = GetEntityCoords(ped) local vehicle = QBCore.Functions.GetClosestVehicle() if vehicle == nil or vehicle == 0 then return end if HasKeys(QBCore.Functions.GetPlate(vehicle)) then return end if #(pos - GetEntityCoords(vehicle)) > 2.5 then return end if GetVehicleDoorLockStatus(vehicle) <= 0 then return end -- Corrected the resource name in the call exports['cure-lockpick']:OpenLockpickMinigame(function(success) if success then -- Logic for successful lockpicking TriggerServerEvent('hud:server:GainStress', math.random(1, 4)) lastPickedVehicle = vehicle if GetPedInVehicleSeat(vehicle, -1) == PlayerPedId() then TriggerServerEvent('qb-vehiclekeys:server:AcquireVehicleKeys', QBCore.Functions.GetPlate(vehicle)) else QBCore.Functions.Notify(Lang:t("notify.vlockpick"), 'success') TriggerServerEvent('qb-vehiclekeys:server:setVehLockState', NetworkGetNetworkIdFromEntity(vehicle), 1) end else -- Logic for failed lockpicking TriggerServerEvent('hud:server:GainStress', math.random(1, 4)) AttemptPoliceAlert("steal") end end, vehicle, isAdvanced and 'advanced' or 'normal') -- Adjust parameters as needed end)
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