Steal Types
Every contract rolls one of four steal types from the class’s steal pool in Config.Difficulties. Lower classes lean towards simple street grabs, while A and S contracts are dominated by hostile owners and armed guard details. Behaviour for each type is tuned in Config.StealTypes.
Street Lockpick
The classic grab — the target car is parked on the street with nobody around. Break in with the lockpick minigame, hotwire the ignition and drive off. This is the most common type on D-class contracts (weight 7 of 10) and disappears entirely from A and S pools.
Pickpocket (keys_on_ped)
The keys are on a civilian wandering near the car. Shadow them and hold the 6-second patdown to lift the keys — no minigame, just nerve.
- 35% notice chance — if the mark catches you, they turn aggressive and pull a knife.
- Pick range is 2.0 meters and the mark wanders up to 15 meters from the vehicle.
Hostile Owner
The owner is standing right next to their car and will not give it up quietly. Approaching the vehicle provokes them:
- 32% chance they pull a melee weapon (bat 45%, crowbar 20%, bottle 20%, knife 15%).
- 8% chance they pull a gun (pistol 70%, SNS pistol 30%).
- Otherwise they come at you with their fists.
Guarded
The vehicle sits inside an armed guard detail. Guard counts scale with class: B spawns 2 guards, A spawns 2–3, S spawns 3–4, each armed with a pistol or micro SMG (50/50). One guard is the keyholder — dropping them makes the keys fall as a pickup, letting you skip the lockpick entirely.
Roll Weights Per Class
| Class | Street Lockpick | Pickpocket | Hostile Owner | Guarded |
|---|---|---|---|---|
| D | 7 | 3 | – | – |
| C | 4 | 3 | 2 | – |
| B | 2 | 2 | 3 | 3 |
| A | – | 1 | 3 | 4 |
| S | – | – | 3 | 6 |

