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Add MP.GetPlayerRole(player_id)
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@ -263,6 +263,7 @@ private:
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sol::table Lua_TriggerGlobalEvent(const std::string& EventName, sol::variadic_args EventArgs);
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sol::table Lua_TriggerLocalEvent(const std::string& EventName, sol::variadic_args EventArgs);
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sol::table Lua_GetPlayerIdentifiers(int ID);
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std::string Lua_GetPlayerRole(int ID);
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sol::table Lua_GetPlayers();
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std::string Lua_GetPlayerName(int ID);
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sol::table Lua_GetPlayerVehicles(int ID);
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@ -595,6 +595,15 @@ sol::table TLuaEngine::StateThreadData::Lua_GetPlayerIdentifiers(int ID) {
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}
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}
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std::string TLuaEngine::StateThreadData::Lua_GetPlayerRole(int ID) {
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auto MaybeClient = GetClient(mEngine->Server(), ID);
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if (MaybeClient && !MaybeClient.value().expired())
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return MaybeClient.value().lock()->GetRoles();
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else
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return "";
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}
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sol::table TLuaEngine::StateThreadData::Lua_GetPlayers() {
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sol::table Result = mStateView.create_table();
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mEngine->Server().ForEachClient([&](std::weak_ptr<TClient> Client) -> bool {
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@ -883,6 +892,9 @@ TLuaEngine::StateThreadData::StateThreadData(const std::string& Name, TLuaStateI
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MPTable.set_function("GetPlayerIdentifiers", [&](int ID) -> sol::table {
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return Lua_GetPlayerIdentifiers(ID);
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});
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MPTable.set_function("GetPlayerRole", [&](int ID) -> std::string {
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return Lua_GetPlayerRole(ID);
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});
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MPTable.set_function("Sleep", &LuaAPI::MP::Sleep);
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// const std::string& EventName, size_t IntervalMS, int strategy
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MPTable.set_function("CreateEventTimer", [&](sol::variadic_args Args) {
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