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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Updated references and method calls on CollectedVehicle objects as a result of CollectedVehicle refactor
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6a6b8b5492
commit
5e26f15e75
2 changed files with 27 additions and 31 deletions
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@ -135,7 +135,7 @@ namespace SceneManager
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Game.LogTrivial($"Removing all vehicles on the path");
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foreach (KeyValuePair<string, CollectedVehicle> cv in pathVehicles.Where(cv => cv.Value.Vehicle && cv.Value.Vehicle.Driver))
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{
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cv.Value.DismissNow = true;
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cv.Value.SetDismissNow(true);
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cv.Value.Vehicle.Driver.Tasks.Clear();
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cv.Value.Vehicle.Driver.Dismiss();
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cv.Value.Vehicle.Driver.IsPersistent = false;
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@ -258,15 +258,13 @@ namespace SceneManager
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{
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var vehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
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var nearestWaypoint = paths[directDriver.Index].Waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint;
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var pathNum = paths[directDriver.Index].Waypoints[0].Path;
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var totalPathWaypoints = paths[directDriver.Index].Waypoints.Count;
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Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} already in collection. Clearing tasks.");
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nearbyVehicle.Driver.Tasks.Clear();
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vehicle.Path = paths[directDriver.Index].Waypoints[0].Path;
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vehicle.TotalWaypoints = paths[directDriver.Index].Waypoints.Count;
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vehicle.CurrentWaypoint = 1;
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vehicle.DismissNow = true;
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vehicle.StoppedAtWaypoint = false;
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vehicle.Redirected = true;
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vehicle.AssignPropertiesFromDirectedTask(pathNum, totalPathWaypoints, 1, tasksAssigned: false, dismiss: true, stoppedAtWaypoint: false, redirected: true);
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GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(vehicle, paths[directDriver.Index].Waypoints));
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DirectTaskFiber.Start();
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}
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@ -293,7 +291,7 @@ namespace SceneManager
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if (nearbyVehicle.IsInCollectedVehicles())
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{
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var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
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controlledVehicle.DismissNow = true;
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controlledVehicle.SetDismissNow(true);
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controlledVehicle.Vehicle.Driver.Tasks.Clear();
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controlledVehicle.Vehicle.Driver.Dismiss();
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Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from path {controlledVehicle.Path}");
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@ -309,13 +307,13 @@ namespace SceneManager
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if (nearbyVehicle.IsInCollectedVehicles())
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{
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var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
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controlledVehicle.StoppedAtWaypoint = false;
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controlledVehicle.SetStoppedAtWaypoint(false);
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controlledVehicle.Vehicle.Driver.Tasks.Clear();
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controlledVehicle.Vehicle.Driver.Dismiss();
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if (controlledVehicle.CurrentWaypoint == controlledVehicle.TotalWaypoints && !controlledVehicle.StoppedAtWaypoint)
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{
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controlledVehicle.DismissNow = true;
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controlledVehicle.SetDismissNow(true);
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Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from final waypoint and ultimately the path");
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}
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else
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@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Drawing;
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using Rage;
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namespace SceneManager
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@ -42,7 +41,7 @@ namespace SceneManager
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else if (collectedVehicles.ContainsKey(v.LicensePlate) && !collectedVehicles[v.LicensePlate].TasksAssigned)
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{
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Game.LogTrivial($"[WaypointVehicleCollector] {v.Model.Name} already in collection, but with no tasks. Assigning tasks.");
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collectedVehicles[v.LicensePlate].TasksAssigned = true;
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collectedVehicles[v.LicensePlate].SetTasksAssigned(true);
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AssignTasks(collectedVehicles[v.LicensePlate], path.Waypoints, waypoint);
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}
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@ -54,7 +53,6 @@ namespace SceneManager
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}
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}
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GameFiber.Sleep(100);
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//GameFiber.Yield();
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}
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}
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@ -105,52 +103,52 @@ namespace SceneManager
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Game.LogTrivial($"{cv.Vehicle.Model.Name} should be stopped at the waypoint.");
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cv.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);//.WaitForCompletion();
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cv.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.Wait);
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cv.StoppedAtWaypoint = true;
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cv.SetStoppedAtWaypoint(true);
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}
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}
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private static void AssignMultiWaypointTasks(CollectedVehicle cv, List<Waypoint> waypointData, Waypoint collectorWaypoint)
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private static void AssignMultiWaypointTasks(CollectedVehicle cv, List<Waypoint> waypoints, Waypoint collectorWaypoint)
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{
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// For each waypoint in the path, give driver a task to that waypoint
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// i needs to be the index of the waypoint the vehicle was collected from
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for (int i = waypointData.IndexOf(collectorWaypoint); i < waypointData.Count; i++)
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for (int i = waypoints.IndexOf(collectorWaypoint); i < waypoints.Count; i++)
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//for (int i = 1; i < waypointData.Count; i++)
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{
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if (!cv.DismissNow)
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{
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cv.CurrentWaypoint = waypointData[i].Number;
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cv.SetCurrentWaypoint(waypoints[i].Number);
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var nextWaypoint = i + 1;
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Game.LogTrivial($"Assigning task to {cv.Vehicle.Model.Name} from waypoint {nextWaypoint} of {waypointData.Count}");
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Game.LogTrivial($"Assigning task to {cv.Vehicle.Model.Name} from waypoint {collectorWaypoint.Number} of {waypoints.Count}");
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if (cv.Vehicle && cv.Vehicle.Driver && waypointData.ElementAtOrDefault(nextWaypoint) != null && waypointData[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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if (cv.Vehicle && cv.Vehicle.Driver && waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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// Give driver a task to the waypoint. Run a loop with a condition checking for DismissNow for cases where the driver is dismissed or redirected
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SetDriveTaskDrivingFlags(cv.Vehicle.Driver, EDrivingFlags.TotalControl);
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if (waypointData[nextWaypoint] != null)
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if (waypoints[nextWaypoint] != null)
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{
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//Game.LogTrivial($"Driving to stop waypoint");
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[nextWaypoint].Position, waypointData[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f);
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f);
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}
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else
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{
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Game.LogTrivial($"i is out of bounds for assigning task");
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}
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while (cv.Vehicle && cv.Vehicle.Driver && waypointData.ElementAtOrDefault(nextWaypoint) != null && cv.Vehicle.DistanceTo(waypointData[nextWaypoint].Position) > 3f && !cv.DismissNow)
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while (cv.Vehicle && cv.Vehicle.Driver && waypoints.ElementAtOrDefault(nextWaypoint) != null && cv.Vehicle.DistanceTo(waypoints[nextWaypoint].Position) > 3f && !cv.DismissNow)
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{
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GameFiber.Sleep(100);
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}
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if (waypointData.ElementAtOrDefault(i) != null && !cv.DismissNow)
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if (waypoints.ElementAtOrDefault(i) != null && !cv.DismissNow)
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{
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Game.LogTrivial($"{cv.Vehicle.Model.Name} stopping at stop waypoint");
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cv.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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cv.StoppedAtWaypoint = true;
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cv.SetStoppedAtWaypoint(true);
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}
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}
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else if (cv.Vehicle && cv.Vehicle.Driver && waypointData.ElementAtOrDefault(nextWaypoint) != null && !cv.DismissNow)
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else if (cv.Vehicle && cv.Vehicle.Driver && waypoints.ElementAtOrDefault(nextWaypoint) != null && !cv.DismissNow)
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{
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[nextWaypoint].Position, waypointData[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f).WaitForCompletion();
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f).WaitForCompletion();
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}
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Game.LogTrivial($"{cv.Vehicle.Model.Name} waypoint {nextWaypoint} task complete");
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}
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@ -175,8 +173,8 @@ namespace SceneManager
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private static void DismissDriver(CollectedVehicle cv)
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{
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cv.DismissNow = true;
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cv.StoppedAtWaypoint = false;
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cv.SetDismissNow(true);
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cv.SetStoppedAtWaypoint(false);
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if (cv.Vehicle && cv.Vehicle.Driver && !cv.Redirected)
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{
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cv.Vehicle.Driver.Dismiss();
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@ -216,7 +214,7 @@ namespace SceneManager
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public static void DirectTask(CollectedVehicle cv, List<Waypoint> waypoints)
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{
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cv.DismissNow = false;
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cv.SetDismissNow(false);
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if (cv.Vehicle && cv.Vehicle.Driver)
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{
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cv.Vehicle.IsPersistent = true;
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@ -235,7 +233,7 @@ namespace SceneManager
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cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
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GameFiber.Sleep(500);
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}
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cv.Redirected = false;
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cv.SetRedirected(false);
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Game.LogTrivial($"DirectTask loop over");
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}
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@ -257,7 +255,7 @@ namespace SceneManager
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if (collectedVehicles.ContainsKey(cv.LicensePlate) && vehicleFarEnoughAwayFromCollectors)
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{
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Game.LogTrivial($"{cv.Vehicle.Model.Name} is far enough away from all attractor waypoints and has been removed from the collection.");
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cv.TasksAssigned = false;
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cv.SetTasksAssigned(false);
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cv.Vehicle.Driver.BlockPermanentEvents = false;
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cv.Vehicle.Driver.IsPersistent = false;
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cv.Vehicle.IsPersistent = false;
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