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IsVehicle* now return proper booleans instead of array indices
Apply Config.DefaultFuelType fallback for unlisted vehicles
Guard against nil compare in SetEngineFailure
Harden refueling against exploits and fix consumption bugs
Add serverside proximity check (IsPlayerNearVehicle) to payFuelPrice and updateFuelCan so vehicles can only be fueled when the player is actually near them (prevents spoofed remote/foreign vehicle fueling)
Split fuel consumption config: per-vehicle fPetrolConsumptionRate now uses Config.PetrolConsumptionRate (2.0) instead of the global SetFuelConsumptionRateMultiplier value
Validate and clamp replicated fuel/maxFuel statebag values clientside
Stop the fueling loop correctly when the player runs out of money
Add re-entry guard to CalculateVehicleFuel to prevent duplicate consumption loops on the same vehicle
Round petrolcan durability to avoid float drift
Add Config.PetrolConsumptionRate and Config.MaxFuelingDistance