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Passengers can't send unoccupied sync for seat 0 (it's dropped in PlayerUnoccupiedSyncHandler), but updateFromUnoccupied still counts them when it looks for the closest player. So if a passenger is the closest one to an empty car, nobody's sync gets accepted and the server keeps the car where it was. Easy to hit with a tow truck pushing a car while someone sits in the passenger seat. This skips passengers in that loop. Nothing changes when no passenger is closest.
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A player sitting in a vehicle as a passenger can't sync any other unoccupied vehicle:
PlayerUnoccupiedSyncHandlerdrops aSeatID0 sync fromPlayerState_Passenger. ButupdateFromUnoccupiedstill counts them when it looks for the closest player. So if a passenger is the closest one to an empty car, nobody's sync gets accepted and the server keeps the car where it was.To reproduce:
GetVehiclePosstill returns where it stood before the push.This skips passengers in that loop. Nothing changes when no passenger is closest