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Added condition to give drivers to empty vehicles resulting from GTA V memory management

This commit is contained in:
Rich Dunne 2020-08-26 16:15:49 -06:00
parent fc76ea1f80
commit 338fa61c94

View file

@ -74,7 +74,7 @@ namespace SceneManager
private static Vehicle[] GetNearbyVehicles(Vector3 OriginPosition, float radius)
{
return (from x in World.GetAllVehicles() where !x.IsTrailer && x.DistanceTo(OriginPosition) < radius select x).ToArray();
return (from x in World.GetAllVehicles() where !x.IsTrailer && x.DistanceTo(OriginPosition) <= radius select x).ToArray();
}
private static void AssignStopForVehiclesFlag(List<Path> paths, Path path, Waypoint waypointData)
@ -116,10 +116,20 @@ namespace SceneManager
private static bool IsValidForCollection(this Vehicle v)
{
if (v && v.HasDriver && v.Driver && v.Driver.IsAlive && v != Game.LocalPlayer.Character.CurrentVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike || (v.HasSiren && !v.IsSirenOn)))
if(v && v.Speed > 0 && v.IsOnAllWheels && !v != Game.LocalPlayer.Character.CurrentVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike || (v.HasSiren && !v.IsSirenOn)))
{
if (!v.HasDriver)
{
v.CreateRandomDriver();
v.Driver.IsPersistent = true;
v.Driver.BlockPermanentEvents = true;
}
return true;
}
//if (v && v.HasDriver && v.Driver && v.Driver.IsAlive && v != Game.LocalPlayer.Character.CurrentVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike || (v.HasSiren && !v.IsSirenOn)))
//{
// return true;
//}
else
{
return false;