Lockpick: front view of the door lock. The sweet spot of every pin stays on the server; a wrong angle stresses
the pick until it snaps. Advanced lockpick bonus, difficulty tiers per vehicle class / model.
Hotwire: five steps under the dash (unscrew the column cover, cut the wires on the wiring tag, strip, twist,
crank and let go when the engine catches). The server checks every step against its own clock and counts the
mistakes itself (wrong wires cut, missed strips, burnt starter). Electric shock, tool breaking, key hand-over,
quick restart of a vehicle that was hotwired before. Driver-seat prompt on G.
The hotwire result (keys, engine, XP notice) is applied even when ESC closes the final animation early.
Vehicle alarm for everyone nearby, police alert (ps-dispatch, cd_dispatch, rcore_dispatch, core_dispatch,
built-in or custom) for the area, owner alert for player vehicles.
Lockpick item take-over that keeps house robbery working (lockpicks:UseLockpick is forwarded away from
vehicles).
Thief progression (XP, level, counters) with a small minigame bonus per level.
Art for the door, lock, picks, dash, column cover, screws, stripper and ignition (nui/assets/*.webp); each part
falls back to a code drawing when its file is missing.
Wires drawn in code for every vehicle's colours: shaded insulation with tracer stripes, bare copper with strand
texture and frayed ends, cut faces; the stripped sleeve slides off and the twist step makes a real twisted pair.
/carthiefreset, /carthieftest (debug + admin; tests never reward).