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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Moved to new namespace
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bcaecb8788
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12 changed files with 366 additions and 439 deletions
258
SceneManager/Paths/Path.cs
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258
SceneManager/Paths/Path.cs
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using Rage;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Xml.Serialization;
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using SceneManager.Utils;
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using SceneManager.Menus;
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using System.IO;
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using SceneManager.Managers;
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using SceneManager.Barriers;
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using SceneManager.Waypoints;
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using SceneManager.CollectedPeds;
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namespace SceneManager.Paths
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{
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[XmlRoot(ElementName = "Path", Namespace = "")]
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public class Path // Change this to Public for import/export
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{
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internal string Name { get; set; }
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internal int Number { get; set; }
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internal bool IsEnabled { get; set; }
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internal State State { get; set; }
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[XmlArray("Waypoints")]
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[XmlArrayItem("Waypoint")]
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public List<Waypoint> Waypoints { get; set; } = new List<Waypoint>();
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[XmlArray("Barriers")]
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[XmlArrayItem("Barrier")]
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public List<Barrier> Barriers { get; set; } = new List<Barrier>();
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internal List<CollectedPed> CollectedPeds { get; } = new List<CollectedPed>();
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internal List<Vehicle> BlacklistedVehicles { get; } = new List<Vehicle>();
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private Path() { }
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internal Path(int pathNum, State pathState)
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{
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Number = pathNum;
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State = pathState;
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Name = Number.ToString();
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DrawLinesBetweenWaypoints();
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}
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internal void Save(string filename)
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{
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var GAME_DIRECTORY = Directory.GetCurrentDirectory();
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var SAVED_PATHS_DIRECTORY = GAME_DIRECTORY + "/plugins/SceneManager/Saved Paths/";
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if (!Directory.Exists(SAVED_PATHS_DIRECTORY))
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{
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Directory.CreateDirectory(SAVED_PATHS_DIRECTORY);
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Game.LogTrivial($"New directory created at '/plugins/SceneManager/Saved Paths'");
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}
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Serializer.SaveItemToXML(this, SAVED_PATHS_DIRECTORY + filename);
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}
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internal void Load()
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{
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State = State.Finished;
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EnablePath();
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foreach(Waypoint waypoint in Waypoints)
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{
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waypoint.LoadFromImport(this);
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}
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Game.LogTrivial($"This path has {Barriers.Count} barriers");
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foreach(Barrier barrier in Barriers)
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{
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barrier.LoadFromImport();
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}
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DrawLinesBetweenWaypoints();
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PathManager.EndPath(this);
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}
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private void LowerWaypointBlipsOpacity()
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{
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foreach (Waypoint wp in Waypoints)
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{
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wp.Blip.Alpha = 0.5f;
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if (wp.CollectorRadiusBlip)
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{
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wp.CollectorRadiusBlip.Alpha = 0.25f;
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}
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}
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}
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private void RestoreWaypointBlipsOpacity()
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{
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foreach (Waypoint wp in Waypoints)
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{
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if (wp.Blip)
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{
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wp.Blip.Alpha = 1.0f;
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if (wp.CollectorRadiusBlip)
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{
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wp.CollectorRadiusBlip.Alpha = 0.5f;
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}
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}
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}
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}
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internal void DisablePath()
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{
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IsEnabled = false;
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foreach(Waypoint wp in Waypoints)
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{
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wp.RemoveSpeedZone();
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}
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if (SettingsMenu.MapBlips.Checked)
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{
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LowerWaypointBlipsOpacity();
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}
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}
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internal void EnablePath()
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{
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IsEnabled = true;
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foreach (Waypoint wp in Waypoints)
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{
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if (wp.IsCollector)
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{
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wp.AddSpeedZone();
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}
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}
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if (SettingsMenu.MapBlips.Checked)
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{
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RestoreWaypointBlipsOpacity();
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}
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}
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internal void DrawLinesBetweenWaypoints()
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{
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GameFiber.StartNew(() =>
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{
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while(true)
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{
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if (SettingsMenu.ThreeDWaypoints.Checked && (State == State.Finished && MenuManager.MenuPool.IsAnyMenuOpen()) || (State == State.Creating && PathCreationMenu.Menu.Visible))
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{
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for (int i = 0; i < Waypoints.Count; i++)
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{
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if (i != Waypoints.Count - 1)
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{
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if (Waypoints[i + 1].IsStopWaypoint)
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{
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Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Orange);
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}
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else
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{
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Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Green);
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}
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}
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}
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}
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GameFiber.Yield();
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}
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}, "3D Waypoint Line Drawing Fiber");
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}
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internal void LoopForVehiclesToBeDismissed()
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{
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while (PathManager.Paths.Contains(this))
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{
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foreach (CollectedPed cp in CollectedPeds.Where(x => x && x.CurrentVehicle && (!x.CurrentVehicle.IsDriveable || x.CurrentVehicle.IsUpsideDown || !x.CurrentVehicle.HasDriver)))
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{
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if (cp.CurrentVehicle.HasDriver)
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{
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cp.CurrentVehicle.Driver.Dismiss();
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}
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cp.CurrentVehicle.Dismiss();
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}
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CollectedPeds.RemoveAll(cp => !cp || !cp.CurrentVehicle);
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BlacklistedVehicles.RemoveAll(v => !v);
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GameFiber.Sleep(60000);
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}
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}
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internal void LoopWaypointCollection()
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{
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uint lastProcessTime = Game.GameTime; // Store the last time the full loop finished; this is a value in ms
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int yieldAfterChecks = 50; // How many calculations to do before yielding
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while (PathManager.Paths.Contains(this))
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{
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GameFiber.SleepUntil(() => IsEnabled, 0);
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if(State == State.Deleting)
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{
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Game.LogTrivial($"Path deleted, ending waypoint collection.");
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return;
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}
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int checksDone = 0;
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var collectorWaypoints = Waypoints.Where(x => x.IsCollector);
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var vehiclesInWorld = World.GetAllVehicles().Where(x => x);
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foreach (Waypoint waypoint in collectorWaypoints)
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{
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foreach (Vehicle vehicle in vehiclesInWorld)
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{
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if (vehicle.IsNearCollectorWaypoint(waypoint) && vehicle.IsValidForPathCollection(this))
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{
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CollectedPeds.Add(new CollectedPed(vehicle.Driver, this, waypoint));
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}
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checksDone++; // Increment the counter inside the vehicle loop
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if (checksDone % yieldAfterChecks == 0)
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{
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GameFiber.Yield(); // Yield the game fiber after the specified number of vehicles have been checked
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if(State == State.Deleting)
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{
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Game.LogTrivial($"Path deleted, ending waypoint collection.");
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return;
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}
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}
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}
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}
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GameFiber.Sleep((int)Math.Max(1, Game.GameTime - lastProcessTime)); // If the prior lines took more than a second to run, then you'll run again almost immediately, but if they ran fairly quickly, you can sleep the loop until the remainder of the time between checks has passed
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lastProcessTime = Game.GameTime;
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}
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}
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internal void Delete()
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{
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State = State.Deleting;
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DismissCollectedDrivers();
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RemoveWaypoints();
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Game.LogTrivial($"Path {Number} deleted.");
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}
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private void DismissCollectedDrivers()
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{
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List<CollectedPed> collectedPedsCopy = CollectedPeds.ToList(); // Have to enumerate over a copied list because you can't delete from the same list you're enumerating through
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foreach (CollectedPed collectedPed in collectedPedsCopy.Where(x => x != null && x && x.CurrentVehicle))
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{
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if (collectedPed.StoppedAtWaypoint)
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{
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedPed.CurrentVehicle, 1f, 1, true);
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}
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if (collectedPed.GetAttachedBlip())
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{
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collectedPed.GetAttachedBlip().Delete();
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}
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collectedPed.Dismiss();
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collectedPed.CurrentVehicle.IsSirenOn = false;
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collectedPed.CurrentVehicle.IsSirenSilent = true;
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collectedPed.CurrentVehicle.Dismiss();
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CollectedPeds.Remove(collectedPed);
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}
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}
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private void RemoveWaypoints()
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{
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Waypoints.ForEach(x => x.Delete());
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Waypoints.Clear();
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}
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}
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}
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