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Re-ordered IsValidForCollection check for possible optimization

This commit is contained in:
Rich Dunne 2020-10-19 06:12:40 -06:00
parent 360bfadf0d
commit 68b2fc46b7

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@ -188,7 +188,7 @@ namespace SceneManager
bool IsValidForCollection(Vehicle v) bool IsValidForCollection(Vehicle v)
{ {
if (v && v.Speed > 1 && v.IsOnAllWheels && v.IsEngineOn && v != Game.LocalPlayer.Character.CurrentVehicle && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && !CollectedVehicles.Any(cv => cv?.Vehicle == v)) if (v && v != Game.LocalPlayer.Character.CurrentVehicle && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && v.IsEngineOn && v.IsOnAllWheels && v.Speed > 1 && !CollectedVehicles.Any(cv => cv?.Vehicle == v))
{ {
var vehicleCollectedOnAnotherPath = PathMainMenu.paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v)); var vehicleCollectedOnAnotherPath = PathMainMenu.paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
if (vehicleCollectedOnAnotherPath) if (vehicleCollectedOnAnotherPath)