mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-10 15:20:29 +01:00
Fix vehicles with disappearing drivers
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parent
b6131c0b0e
commit
6bd369845e
5 changed files with 95 additions and 32 deletions
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@ -16,6 +16,7 @@ namespace SceneManager.CollectedPeds
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internal bool Directed { get; set; } = false;
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internal bool SkipWaypoint { get; private set; } = false;
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internal bool ReadyForDirectTasks { get; private set; } = true;
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internal CollectedVehicle InitialVehicle { get; set; } = null;
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internal CollectedPed(Ped basePed, Path path, Waypoint waypoint) : base(basePed.Handle)
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{
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@ -286,12 +287,23 @@ namespace SceneManager.CollectedPeds
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return true;
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}
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public void RemovePedAndVehicleFromPath()
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{
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if (InitialVehicle != null)
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{
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Game.LogTrivial("We have the initial vehicle");
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}
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Path.DismissPed(v => !v
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|| (v && v.BoundPed.Handle == this.Handle)
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|| (v && v.Handle == InitialVehicle.Handle), this, InitialVehicle);
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}
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internal void Dismiss(Dismiss dismissOption = Utils.Dismiss.FromPath, Path newPath = null)
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{
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if(!this)
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{
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Game.LogTrivial($"CollectedPed is not valid in Dismiss.");
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Path.CollectedPeds.Remove(this);
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RemovePedAndVehicleFromPath();
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return;
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}
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if(Dismissed)
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@ -346,14 +358,16 @@ namespace SceneManager.CollectedPeds
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}
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if(!this)
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{
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Path.CollectedPeds.Remove(this);
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Path.CollectedVehicles.RemoveAll(v => !v || (v && v.BoundPed == this));
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RemovePedAndVehicleFromPath();
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return;
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}
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if (CurrentVehicle)
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{
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CurrentVehicle.Delete();
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}
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Path.CollectedPeds.Remove(this);
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Path.CollectedVehicles.RemoveAll(v => !v || (v && v.BoundPed == this));
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RemovePedAndVehicleFromPath();
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}
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void DismissFromWaypoint()
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@ -386,7 +400,8 @@ namespace SceneManager.CollectedPeds
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if(!this)
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{
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Game.LogTrivial($"CollectedPed is not valid in DismissFromPath.");
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Path.CollectedPeds.Remove(this);
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Path.CollectedVehicles.RemoveAll(v => !v || (v && v.BoundPed == this));
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RemovePedAndVehicleFromPath();
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return;
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}
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@ -435,7 +450,7 @@ namespace SceneManager.CollectedPeds
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LastVehicle.IsSirenSilent = true;
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}
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}
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Path.CollectedPeds.Remove(this);
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RemovePedAndVehicleFromPath();
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}
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//}, "DismissFromPath Fiber");
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}
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@ -447,7 +462,8 @@ namespace SceneManager.CollectedPeds
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if (newPath != null)
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{
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newPath.CollectedPeds.Add(this);
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Path.CollectedPeds.Remove(this);
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Path.CollectedVehicles.RemoveAll(v => !v || (v && v.BoundPed == this));
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RemovePedAndVehicleFromPath();
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}
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Tasks.Clear();
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}
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38
SceneManager/CollectedVehicles/CollectedVehicle.cs
Normal file
38
SceneManager/CollectedVehicles/CollectedVehicle.cs
Normal file
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@ -0,0 +1,38 @@
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using Rage;
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using System.Collections.Generic;
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using System.Linq;
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using SceneManager.Utils;
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using SceneManager.Waypoints;
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using SceneManager.Paths;
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namespace SceneManager.CollectedPeds
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{
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internal class CollectedVehicle : Vehicle
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{
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internal CollectedPed BoundPed;
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internal CollectedVehicle(Vehicle baseVehicle, CollectedPed ped) : base(baseVehicle.Handle)
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{
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Handle = baseVehicle.Handle;
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BoundPed = ped;
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//GameFiber.StartNew(() => AssignWaypointTasks(), "Task Assignment Fiber");
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}
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public bool OptionalCleanUp()
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{
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if (!this) return true;
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if (!BoundPed
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|| (BoundPed && (BoundPed.IsDead || !BoundPed.CurrentVehicle || (BoundPed.CurrentVehicle && BoundPed.CurrentVehicle.Handle != Handle))))
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{
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if (this.IsOnFire || this.IsDead)
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{
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this.Repair();
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}
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this.Delete();
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return true;
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}
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return false;
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}
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}
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}
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@ -30,7 +30,9 @@ namespace SceneManager
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Settings.LoadSettings();
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GetAssemblyVersion();
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MenuManager.InitializeMenus();
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Game.LogTrivial("[DEBUG] After initializing menus.");
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Hints.DisplayHintsToOpenMenu();
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Game.LogTrivial("[DEBUG] After displaying hints to open the menu.");
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GameFiber.StartNew(() => UserInput.HandleKeyPress(), "Handle User Input");
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@ -29,6 +29,7 @@ namespace SceneManager.Paths
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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<CollectedVehicle> CollectedVehicles { get; } = new List<CollectedVehicle>();
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internal List<Vehicle> BlacklistedVehicles { get; } = new List<Vehicle>();
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internal Path()
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@ -204,40 +205,29 @@ namespace SceneManager.Paths
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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 CleanupInvalidPedsAndVehicles()
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{
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var pedsToDismiss = CollectedPeds.Where(x => x && x.CurrentVehicle && (!x.CurrentVehicle.IsDriveable || x.CurrentVehicle.IsUpsideDown || !x.CurrentVehicle.HasDriver)).ToList();
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foreach (CollectedPed cp in pedsToDismiss)
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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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cp.CurrentVehicle.Dismiss();
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cp.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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// Addition: collected vehicles without drivers
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//Game.LogTrivial("[DEBUG] Vehicle clean-up.");
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foreach(CollectedVehicle veh in CollectedVehicles)
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{
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if (veh.OptionalCleanUp())
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{
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Game.LogTrivial("[DEBUG] Cleaned up a vehicle");
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// Unsure if this is normal code but whatevs
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BlacklistedVehicles.RemoveAll(v => v.Handle == veh.Handle);
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}
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}
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}
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internal void LoopWaypointCollection()
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@ -290,7 +280,11 @@ namespace SceneManager.Paths
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lastProcessTime = Game.GameTime;
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continue;
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}
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CollectedPeds.Add(new CollectedPed(vehicle.Driver, this, waypoint));
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CollectedPed p = new CollectedPed(vehicle.Driver, this, waypoint);
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CollectedVehicle v = new CollectedVehicle(vehicle, p);
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p.InitialVehicle = v;
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CollectedVehicles.Add(v);
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CollectedPeds.Add(p);
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}
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checksDone++; // Increment the counter inside the vehicle loop
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@ -312,6 +306,17 @@ namespace SceneManager.Paths
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}
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}
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// Remove the ped from the CollectedPeds and its Vehicle from CollectedVehicle arrays
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// Not sure what we need this for but it's basically removing the Ped from arrays
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// Then, removing the Vehicle and cleaning the vehicle up.
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// last arg (for clarity): Collected Ped's InitialVehicle
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internal void DismissPed(Predicate<CollectedVehicle> vehMatch, CollectedPed collectedPed, CollectedVehicle collectedPedsInitialVehicle)
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{
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CollectedVehicles.RemoveAll(vehMatch);
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CollectedPeds.Remove(collectedPed);
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if (collectedPedsInitialVehicle) collectedPedsInitialVehicle.OptionalCleanUp();
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}
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internal void Delete()
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{
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var pathIndex = Array.IndexOf(PathManager.Paths, this);
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@ -329,7 +334,8 @@ namespace SceneManager.Paths
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foreach (CollectedPed collectedPed in collectedPedsCopy.Where(x => x != null && x && x.CurrentVehicle))
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{
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collectedPed.Dismiss();
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CollectedPeds.Remove(collectedPed);
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//CollectedPeds.Remove(collectedPed);
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collectedPed.RemovePedAndVehicleFromPath();
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}
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}
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@ -63,6 +63,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="API\Functions.cs" />
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<Compile Include="CollectedVehicles\CollectedVehicle.cs" />
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<Compile Include="Menus\DriverMenu.cs" />
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<Compile Include="Menus\ExportPathMenu.cs" />
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<Compile Include="Menus\ImportPathMenu.cs" />
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