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Useful clientside snippets

Let's build a list with usesfull code snippets here.Remember: All of those are:

Get closest vehicle to your player

``` exports.closestVehicle= closestVehicle; function closestVehicle(radius) {

  let inRange = [];
  let target = false;
  mp.vehicles.forEach((_veh) => \{
     if(!_veh.handle) return false;
     let distance = mp.game.gameplay.getDistanceBetweenCoords(_veh.position.x, _veh.position.y, _veh.position.z, mp.players.local.position.x, mp.players.local.position.y, mp.players.local.position.z, true);
     if(distance > parseFloat(radius)) return false;
     inRange.push(\{"remoteId": _veh.remoteId, "distance": distance\});
  \});
  if(inRange.length) \{
     inRange.sort(function(a, b) \{
     return a.distance-b.distance
  \});
  target = mp.vehicles.atRemoteId(inRange[0].remoteId);
  \}
  return target;

} ```

Return closest player to your local player position

``` exports.closestPlayer = closestPlayer; function closestPlayer(radius) {

  let inRange = [];
  let target = false;
  mp.players.forEach((_player) => \{
     if(_player == player) return false;
     if(!_player.handle) return false;
     let distance = mp.game.gameplay.getDistanceBetweenCoords(_player.position.x, _player.position.y, _player.position.z, mp.players.local.position.x, mp.players.local.position.y, mp.players.local.position.z, true);
     if(distance > parseFloat(radius)) return false;
     inRange.push(\{"remoteId": _player.remoteId, "distance": distance\});
  \});
  if(inRange.length) \{
  inRange.sort(function(a, b) \{
     return a.distance-b.distance
  \});
  target = mp.players.atRemoteId(inRange[0].remoteId);

}

  return target;

} ```

Check if player is driver

``` if (mp.players.local.vehicle && mp.players.local.vehicle.getPedInSeat(-1) === mp.players.local.handle) { // player is in vehicle and is driver }} ```

Disable health regeneration

``` mp.events.add('render', () => {

 mp.game.player.setHealthRechargeMultiplier(0.0);

}); ```