Fix garage vehicle faction access; record Workshop 0.0.140
continuous-integration/drone/push Build is passing
continuous-integration/drone/push Build is passing
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@@ -262,8 +262,8 @@ class ERR_GarageVehicles
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{
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ERR_Actors.DeleteSpawned(entity); if (m_PendingBike) m_BikeCandidate++; return;
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}
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Faction civilian = GetGame().GetFactionManager().GetFactionByKey("CIV");
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if (civilian) ERR_Actors.SetFaction(vehicle, civilian);
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// Empty vehicles start unaffiliated; vanilla assigns the first occupant's
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// faction. Forcing CIV here can block player entry before that transfer.
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SCR_FuelManagerComponent fuel = SCR_FuelManagerComponent.Cast(vehicle.FindComponent(SCR_FuelManagerComponent));
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if (fuel) fuel.SetTotalFuelPercentage(Math.RandomFloat(0.3, 0.8));
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ERR_ParkedVehicle parked = new ERR_ParkedVehicle(); parked.Entity = vehicle; parked.Site = site; parked.Origin = m_Position;
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