[HELP] Players blips not displaying car

Hello there !
So i’m adding player blips into my server the only probleme that i get is that the blips do not display when an player is in a car, it do display when player are in an police car for exemple but not normal cars.

I did try to add manually all VehClass but at the result i did get every blips look like cars even if the player is not into a car :confused:

here is my actual code ^^

Citizen.CreateThread(function()
	while Enabled do
		Citizen.Wait(0)
		for id=1, #getPlayerIds() do

			if NetworkIsPlayerActive( id ) and GetPlayerPed( id ) ~= GetPlayerPed( -1 ) then

				ped = GetPlayerPed( id )
				blip = GetBlipFromEntity( ped )

				-- HEAD DISPLAY STUFF --

				-- Create head display (this is safe to be spammed)
				headId = Citizen.InvokeNative( 0xBFEFE3321A3F5015, ped, GetPlayerName( id ), false, false, "", false )
				wantedLvl = GetPlayerWantedLevel( id )

				-- BLIP STUFF --

				if not DoesBlipExist( blip ) then -- Add blip and create head display on player

					blip = AddBlipForEntity( ped )
					SetBlipSprite( blip, 1 )
					Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, true ) -- Player Blip indicator

				else -- update blip

					veh = GetVehiclePedIsIn( ped, false )
					blipSprite = GetBlipSprite( blip )

					if not GetEntityHealth( ped ) then -- dead

						if blipSprite ~= 274 then

							SetBlipSprite( blip, 274 )
							Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, false ) -- Player Blip indicator

						end

					elseif veh then

						vehClass = GetVehicleClass( veh )
						vehModel = GetEntityModel( veh )
						
						if vehClass == 15 then -- jet

							if blipSprite ~= 422 then

								SetBlipSprite( blip, 422 )
								Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, false ) -- Player Blip indicator

							end
							
						elseif vehClass == 8 then -- Motorcycles
							if blipSprite ~= 226 then
								SetBlipSprite(blip, 226)
								ShowHeadingIndicatorOnBlip(blip, false) -- Player Blip indicator
							end

						elseif vehClass == 16 then -- plane

							if vehModel == GetHashKey( "besra" ) or vehModel == GetHashKey( "hydra" )
								or vehModel == GetHashKey( "lazer" ) then -- jet

								if blipSprite ~= 424 then

									SetBlipSprite( blip, 424 )
									Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, false ) -- Player Blip indicator

								end

							elseif blipSprite ~= 423 then

								SetBlipSprite( blip, 423 )
								Citizen.InvokeNative (0x5FBCA48327B914DF, blip, false ) -- Player Blip indicator

							end

						elseif vehClass == 14 then -- boat

							if blipSprite ~= 427 then

								SetBlipSprite( blip, 427 )
								Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, false ) -- Player Blip indicator

							end

						elseif vehClass == 13 then -- moto

							if blipSprite ~= 226 then

								SetBlipSprite( blip, 226 )
								Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, false ) -- Player Blip indicator

							end

						elseif vehModel == GetHashKey("taxi") then -- Cab/ Taxi
							if blipSprite ~= 198 then
								SetBlipSprite(blip, 198)
								ShowHeadingIndicatorOnBlip(blip, false) -- Player Blip indicator
							end
						elseif vehModel == GetHashKey("fbi") or vehModel == GetHashKey("fbi2") or vehModel == GetHashKey("police2") or vehModel == GetHashKey("police3") -- Police Vehicles
							or vehModel == GetHashKey("police") or vehModel == GetHashKey("sheriff2") or vehModel == GetHashKey("sheriff")
							or vehModel == GetHashKey("policeold2") or vehModel == GetHashKey("policeold1") then
							if blipSprite ~= 56 then
								SetBlipSprite(blip, 56)
								ShowHeadingIndicatorOnBlip(blip, false) -- Player Blip indicator
							end

						--elseif vehClass == 18 then -- véhicule de police

							--if blipSprite ~= 56 then

							--	SetBlipSprite( blip, 56 )
								--Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, false ) -- Player Blip indicator

						--	end

						elseif vehModel == GetHashKey( "insurgent" ) or vehModel == GetHashKey( "insurgent2" )
						or vehModel == GetHashKey( "limo2" ) then -- insurgent (+ turreted limo cuz limo blip wont work)

							if blipSprite ~= 426 then

								SetBlipSprite( blip, 426 )
								Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, false ) -- Player Blip indicator

							end

						elseif vehModel == GetHashKey( "rhino" ) then -- tank

							if blipSprite ~= 421 then

								SetBlipSprite( blip, 421 )
								Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, false ) -- Player Blip indicator

							end

						elseif blipSprite ~= 1 then -- default blip

							SetBlipSprite( blip, 1 )
							Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, true ) -- Player Blip indicator

						end

						-- Show number in case of passangers
						passengers = GetVehicleNumberOfPassengers( veh )

						if passengers then

							if not IsVehicleSeatFree( veh, -1 ) then

								passengers = passengers + 1

							end

							ShowNumberOnBlip( blip, passengers )

						else

							HideNumberOnBlip( blip )

						end

					else

						-- Remove leftover number
						HideNumberOnBlip( blip )

						if blipSprite ~= 1 then -- default blip

							SetBlipSprite( blip, 1 )
							Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, true ) -- Player Blip indicator

						end

					end

					SetBlipRotation( blip, math.ceil( GetEntityHeading( veh ) ) ) -- update rotation
					SetBlipNameToPlayerName( blip, id ) -- update blip name
					SetBlipScale( blip,  0.99 ) -- set scale

					-- set player alpha
					if IsPauseMenuActive() then

						SetBlipAlpha( blip, 255 )

					else

						x1, y1 = table.unpack( GetEntityCoords( GetPlayerPed( -1 ), true ) )
						x2, y2 = table.unpack( GetEntityCoords( GetPlayerPed( id ), true ) )
						distance = ( math.floor( math.abs( math.sqrt( ( x1 - x2 ) * ( x1 - x2 ) + ( y1 - y2 ) * ( y1 - y2 ) ) ) / -1 ) ) + 900
						-- Probably a way easier way to do this but whatever im an idiot

						if distance < 0 then

							distance = 0

						elseif distance > 255 then

							distance = 255

						end

						SetBlipAlpha( blip, distance )

					end

				end
			end
		end
	end
end)

remove line 10 and 11

bru :skull_and_crossbones: