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local M = {} local active = false local state = {}

function M.shutdown() if not active then return end active = false -- revert any changes if state.vehicle then state.vehicle:resetModifier("acceleration") end -- unregister callbacks (pseudo) context:offTick(M.update) state = {} end

function M.update(dt) if not active then return end state.timer = state.timer - dt if state.timer <= 0 then state.boostActive = true -- apply temporary vehicle modifier (example API) state.vehicle:modify("acceleration", 1.2) -- pseudo-API end -- update exclusive HUD element if context and context.hud then context.hud:setText("Special Timer: " .. math.ceil(state.timer)) end end

function M.init(context) if active then return end active = true state = { timer = 30, boostActive = false, vehicle = context.vehicle -- exclusive target } -- register update/tick callback context:onTick(M.update) -- register cleanup on event end context:onEvent("end", M.shutdown) end

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local M = {} local active = false local state = {}

function M.shutdown() if not active then return end active = false -- revert any changes if state.vehicle then state.vehicle:resetModifier("acceleration") end -- unregister callbacks (pseudo) context:offTick(M.update) state = {} end nfs no limits lua script exclusive

function M.update(dt) if not active then return end state.timer = state.timer - dt if state.timer <= 0 then state.boostActive = true -- apply temporary vehicle modifier (example API) state.vehicle:modify("acceleration", 1.2) -- pseudo-API end -- update exclusive HUD element if context and context.hud then context.hud:setText("Special Timer: " .. math.ceil(state.timer)) end end local M = {} local active = false

function M.init(context) if active then return end active = true state = { timer = 30, boostActive = false, vehicle = context.vehicle -- exclusive target } -- register update/tick callback context:onTick(M.update) -- register cleanup on event end context:onEvent("end", M.shutdown) end boostActive = false

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