@@ -1110,7 +1110,7 @@ CClientVehicle* CClientPed::GetRealOccupiedVehicle()
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return NULL ;
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}
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- CClientVehicle* CClientPed::GetClosestVehicleInRange (bool bGetPositionFromClosestDoor, bool bCheckDriverDoor, bool bCheckPassengerDoors,
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+ CClientVehicle* CClientPed::GetClosestEnterableVehicle (bool bGetPositionFromClosestDoor, bool bCheckDriverDoor, bool bCheckPassengerDoors,
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bool bCheckStreamedOutVehicles, unsigned int * uiClosestDoor, CVector* pClosestDoorPosition,
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float fWithinRange )
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{
@@ -1144,6 +1144,10 @@ CClientVehicle* CClientPed::GetClosestVehicleInRange(bool bGetPositionFromCloses
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for (; iter != listEnd; iter++)
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{
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pTempVehicle = *iter;
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+ // Skip clientside vehicles as they are not enterable
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+ if (pTempVehicle->IsLocalEntity ())
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+ continue ;
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+
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CVehicle* pGameVehicle = pTempVehicle->GetGameVehicle ();
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if (!pGameVehicle && bGetPositionFromClosestDoor)
@@ -6470,7 +6474,7 @@ bool CClientPed::EnterVehicle(CClientVehicle* pVehicle, bool bPassenger)
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if (!pVehicle)
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{
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// Find the closest vehicle and door
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- CClientVehicle* pClosestVehicle = GetClosestVehicleInRange (true , !bPassenger, bPassenger, false , &uiDoor, nullptr , 20 .0f );
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+ CClientVehicle* pClosestVehicle = GetClosestEnterableVehicle (true , !bPassenger, bPassenger, false , &uiDoor, nullptr , 20 .0f );
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if (pClosestVehicle)
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{
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pVehicle = pClosestVehicle;
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