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ERA also serves the ER:LC API shapes under /prc. The paths, the Server-Key header, field names, timestamps and error codes all match. Code written for ER:LC works once you point it at ERA.
Tools that also send an ER:LC app key in Authorization keep working. ERA uses whichever header holds an ERA key and ignores the other.

Endpoints

Where ERA differs

Only ERA’s approved commands can run, not every ER:LC command. :h, :m and :n all map to :announce. Unknown commands answer with code 4002 (restricted). Success means the command was accepted, not that it has run. Native /v1/server/commands gives you an id to check the result.
Server Owner is the owner. Server Administrator is any rank at or above the server’s Server Manager rank. Every other staff rank is Server Moderator. ERA has no co-owners or helpers, so CoOwnerIds is always [] and Helpers is always {}.
LocationX and LocationZ are in-game studs. PostalCode and StreetName come from ERA’s postal map. BuildingNumber is always empty. See Map to plot positions.
EmergencyCalls lists the live MDT calls: 000 calls and automatic alerts. Caller is 0 for alerts. Players holds the user IDs of units responding. Team is the service the call went to.
Texture is always null, because ERA cars don’t have liveries. ColorName and ColorHex are the car’s paint.
AccVerifiedReq is always "Disabled". API commands show up in commandlogs as Remote Server (<key name>):0.
The headers match ER:LC’s: X-RateLimit-Bucket, X-RateLimit-Limit, X-RateLimit-Remaining, and X-RateLimit-Reset as a Unix timestamp. Errors use ER:LC’s { "code", "message" } shape and numbers, such as 2002 for a bad key, 3002 (HTTP 422) for an offline server and 4001 for rate limited.
If you’re building something new, use the native API instead. It has command results, cursors for logs, webhooks, structured fields and clearer errors.