mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +00:00
Merge branch 'main' into pr/1107
This commit is contained in:
@@ -109,7 +109,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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auto* path = dZoneManager::Instance()->GetZone()->GetPath(
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GeneralUtils::UTF16ToWTF8(m_PathName));
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auto spawnPointEntities = EntityManager::Instance()->GetEntitiesByLOT(4843);
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auto spawnPointEntities = Game::entityManager->GetEntitiesByLOT(4843);
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auto startPosition = NiPoint3::ZERO;
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auto startRotation = NiQuaternion::IDENTITY;
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const std::string placementAsString = std::to_string(positionNumber);
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@@ -136,7 +136,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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info.spawnerID = m_Parent->GetObjectID();
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auto* carEntity =
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EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
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Game::entityManager->CreateEntity(info, nullptr, m_Parent);
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// Make the vehicle a child of the racing controller.
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m_Parent->AddChild(carEntity);
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@@ -207,9 +207,9 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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// Construct and serialize everything when done.
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EntityManager::Instance()->ConstructEntity(carEntity);
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EntityManager::Instance()->SerializeEntity(player);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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Game::entityManager->ConstructEntity(carEntity);
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Game::entityManager->SerializeEntity(player);
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Game::entityManager->SerializeEntity(m_Parent);
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GameMessages::SendRacingSetPlayerResetInfo(
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m_Parent->GetObjectID(), 0, 0, player->GetObjectID(), startPosition, 1,
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@@ -220,7 +220,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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// Reset the player to the start position during downtime, in case something
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// went wrong.
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m_Parent->AddCallbackTimer(1, [this, playerID]() {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr) {
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return;
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@@ -269,7 +269,7 @@ void RacingControlComponent::OnRacingClientReady(Entity* player) {
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racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void RacingControlComponent::OnRequestDie(Entity* player) {
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@@ -282,7 +282,7 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
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}
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auto* vehicle =
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EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
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Game::entityManager->GetEntity(racingPlayer.vehicleID);
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if (!vehicle) return;
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@@ -319,8 +319,8 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
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auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
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// Reset imagination to half its current value, rounded up to the nearest value divisible by 10, as it was done in live.
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if (destroyableComponent) destroyableComponent->SetImagination(respawnImagination);
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EntityManager::Instance()->SerializeEntity(vehicle);
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});
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Game::entityManager->SerializeEntity(vehicle);
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});
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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@@ -348,7 +348,7 @@ void RacingControlComponent::OnRacingPlayerInfoResetFinished(Entity* player) {
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}
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auto* vehicle =
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EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
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Game::entityManager->GetEntity(racingPlayer.vehicleID);
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if (vehicle == nullptr) {
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return;
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@@ -401,7 +401,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t bu
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}
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}
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} else if ((id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") && button == m_ActivityExitConfirm) {
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auto* vehicle = EntityManager::Instance()->GetEntity(data->vehicleID);
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auto* vehicle = Game::entityManager->GetEntity(data->vehicleID);
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if (vehicle == nullptr) {
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return;
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@@ -502,7 +502,7 @@ void RacingControlComponent::Update(float deltaTime) {
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// Check if any players has disconnected before loading in
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for (size_t i = 0; i < m_LobbyPlayers.size(); i++) {
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auto* playerEntity =
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EntityManager::Instance()->GetEntity(m_LobbyPlayers[i]);
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Game::entityManager->GetEntity(m_LobbyPlayers[i]);
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if (playerEntity == nullptr) {
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--m_LoadedPlayers;
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@@ -524,7 +524,7 @@ void RacingControlComponent::Update(float deltaTime) {
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if (m_EmptyTimer >= 30) {
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for (const auto player : m_LobbyPlayers) {
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auto* playerEntity =
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EntityManager::Instance()->GetEntity(player);
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Game::entityManager->GetEntity(player);
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if (playerEntity == nullptr) {
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continue;
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@@ -549,7 +549,7 @@ void RacingControlComponent::Update(float deltaTime) {
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"Loading player now!");
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auto* player =
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EntityManager::Instance()->GetEntity(m_LobbyPlayers[positionNumber]);
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Game::entityManager->GetEntity(m_LobbyPlayers[positionNumber]);
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if (player == nullptr) {
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return;
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@@ -573,7 +573,7 @@ void RacingControlComponent::Update(float deltaTime) {
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if (!m_Started) {
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// Check if anyone has disconnected during this period
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for (size_t i = 0; i < m_RacingPlayers.size(); i++) {
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auto* playerEntity = EntityManager::Instance()->GetEntity(
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auto* playerEntity = Game::entityManager->GetEntity(
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m_RacingPlayers[i].playerID);
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if (playerEntity == nullptr) {
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@@ -589,7 +589,7 @@ void RacingControlComponent::Update(float deltaTime) {
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if (m_LoadedPlayers < 2 && !(m_LoadedPlayers == 1 && m_SoloRacing)) {
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for (const auto player : m_LobbyPlayers) {
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auto* playerEntity =
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EntityManager::Instance()->GetEntity(player);
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Game::entityManager->GetEntity(player);
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if (playerEntity == nullptr) {
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continue;
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@@ -622,9 +622,9 @@ void RacingControlComponent::Update(float deltaTime) {
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for (const auto& player : m_RacingPlayers) {
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auto* vehicle =
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EntityManager::Instance()->GetEntity(player.vehicleID);
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Game::entityManager->GetEntity(player.vehicleID);
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auto* playerEntity =
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EntityManager::Instance()->GetEntity(player.playerID);
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Game::entityManager->GetEntity(player.playerID);
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if (vehicle != nullptr && playerEntity != nullptr) {
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GameMessages::SendTeleport(
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@@ -642,8 +642,8 @@ void RacingControlComponent::Update(float deltaTime) {
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destroyableComponent->SetImagination(0);
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}
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EntityManager::Instance()->SerializeEntity(vehicle);
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EntityManager::Instance()->SerializeEntity(
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Game::entityManager->SerializeEntity(vehicle);
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Game::entityManager->SerializeEntity(
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playerEntity);
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}
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}
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@@ -669,9 +669,9 @@ void RacingControlComponent::Update(float deltaTime) {
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// Reset players to their start location, without smashing them
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for (auto& player : m_RacingPlayers) {
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auto* vehicleEntity =
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EntityManager::Instance()->GetEntity(player.vehicleID);
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Game::entityManager->GetEntity(player.vehicleID);
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auto* playerEntity =
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EntityManager::Instance()->GetEntity(player.playerID);
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Game::entityManager->GetEntity(player.playerID);
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if (vehicleEntity == nullptr || playerEntity == nullptr) {
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continue;
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@@ -688,9 +688,9 @@ void RacingControlComponent::Update(float deltaTime) {
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// Activate the players movement
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for (auto& player : m_RacingPlayers) {
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auto* vehicleEntity =
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EntityManager::Instance()->GetEntity(player.vehicleID);
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Game::entityManager->GetEntity(player.vehicleID);
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auto* playerEntity =
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EntityManager::Instance()->GetEntity(player.playerID);
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Game::entityManager->GetEntity(player.playerID);
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if (vehicleEntity == nullptr || playerEntity == nullptr) {
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continue;
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@@ -708,7 +708,7 @@ void RacingControlComponent::Update(float deltaTime) {
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Game::logger->Log("RacingControlComponent", "Starting race");
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EntityManager::Instance()->SerializeEntity(m_Parent);
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Game::entityManager->SerializeEntity(m_Parent);
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m_StartTime = std::time(nullptr);
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}
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@@ -726,9 +726,9 @@ void RacingControlComponent::Update(float deltaTime) {
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GeneralUtils::UTF16ToWTF8(m_PathName));
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for (auto& player : m_RacingPlayers) {
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auto* vehicle = EntityManager::Instance()->GetEntity(player.vehicleID);
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auto* vehicle = Game::entityManager->GetEntity(player.vehicleID);
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auto* playerEntity =
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EntityManager::Instance()->GetEntity(player.playerID);
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Game::entityManager->GetEntity(player.playerID);
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if (vehicle == nullptr || playerEntity == nullptr) {
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continue;
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