if Config.Framework ~= "standalone" then return end Core.Functions.GetPlayerVehicles = function(playerId) if not playerId then DebugPrint('Error: playerId is required') return {} end local processedVehicles = {} return processedVehicles end Core.Functions.GetVehicleData = function(playerId, plate) if not playerId then DebugPrint('Error: playerId is required') return {} end local playerIdentifier = Core.Functions.GetIdentifier(playerId) if not playerIdentifier then DebugPrint('Error: Could not get player identifier for ID: ' .. tostring(playerId)) return {} end local vehicle = {} return vehicle end local function WaitForEntity(entity) local timer = GetGameTimer() + 5000 while not DoesEntityExist(entity) and timer > GetGameTimer() do Wait(0) end return DoesEntityExist(entity) end function Core.Functions.CreateServerVehicle(model, coords, heading) heading = heading or 0 local vehicle = CreateVehicle(model, coords.x, coords.y, coords.z, heading, true, true) if not WaitForEntity(vehicle) then return end SetEntityIgnoreRequestControlFilter(vehicle, true) return vehicle end function Core.Functions.CreateServerPed(model, coords, heading) heading = heading or 0 local ped = CreatePed(4, model, coords.x, coords.y, coords.z, heading, true, true) if not WaitForEntity(ped) then return end SetEntityIgnoreRequestControlFilter(ped, true) return ped end