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) onpayFuelPriceandupdateFuelCan, 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 booleansConfig.DefaultFuelTypewas 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
CalculateVehicleFuelagainst duplicate consumption loops - Petrolcan durability is rounded to avoid float drift
Added
Config.PetrolConsumptionRateandConfig.MaxFuelingDistance- Split fuel consumption config: the per-vehicle
fPetrolConsumptionRateusesConfig.PetrolConsumptionRateinstead of the global multiplier