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Added null check for current waypoint when tasks assigned. Removed unstucking code.

This commit is contained in:
Rich Dunne 2020-10-18 19:39:33 -06:00
parent 9ebdc14c13
commit 277a169cdf

View file

@ -17,7 +17,14 @@ namespace SceneManager
} }
collectedVehicle.Path = path; collectedVehicle.Path = path;
if(currentWaypoint != null)
{
collectedVehicle.CurrentWaypoint = currentWaypoint; collectedVehicle.CurrentWaypoint = currentWaypoint;
}
else
{
collectedVehicle.CurrentWaypoint = path.Waypoints[0];
}
if (currentWaypoint != null && collectedVehicle.Directed) if (currentWaypoint != null && collectedVehicle.Directed)
{ {
@ -27,13 +34,6 @@ namespace SceneManager
{ {
GameFiber.Yield(); GameFiber.Yield();
} }
//if (collectedVehicle.StoppedAtWaypoint)
//{
// Logger.Log($"Unstucking {collectedVehicle.Vehicle.Model.Name}");
// collectedVehicle.StoppedAtWaypoint = false;
// Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
// collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f);
//}
collectedVehicle.Driver.Tasks.Clear(); collectedVehicle.Driver.Tasks.Clear();
AssignTasksForDirectedDriver(acceptedDistance); AssignTasksForDirectedDriver(acceptedDistance);
LoopWhileDrivingToDirectedWaypoint(acceptedDistance); LoopWhileDrivingToDirectedWaypoint(acceptedDistance);