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v1.1.0

Prices moved to the server and the fueling flow got a proximity check.

Security

  • The server calculates fuel and petrolcan prices instead of trusting client-sent values, which closed a free-refueling exploit
  • Added fuel is validated against current and max fuel, and against petrolcan durability
  • Serverside proximity check (IsPlayerNearVehicle) on payFuelPrice and updateFuelCan, so vehicles can only be fueled when the player is actually near them
  • Replicated fuel and maxFuel StateBag values are validated and clamped clientside

Fixed

  • Dead "tank full" check (fuelAmount >= maxFuel)
  • The English locale block was untranslated
  • Missing translation key petrolcan_not_equipped
  • IsVehicle* returned array indices instead of proper booleans
  • Config.DefaultFuelType was not applied to unlisted vehicles
  • Nil compare guard in SetEngineFailure
  • The fueling loop did not stop correctly when the player ran out of money
  • Re-entry guard in CalculateVehicleFuel against duplicate consumption loops
  • Petrolcan durability is rounded to avoid float drift

Added

  • Config.PetrolConsumptionRate and Config.MaxFuelingDistance
  • Split fuel consumption config: the per-vehicle fPetrolConsumptionRate uses Config.PetrolConsumptionRate instead of the global multiplier