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Updated check when deleting vehicle to include all occupants, not just driver

This commit is contained in:
Rich Dunne 2020-09-22 14:40:24 -06:00
parent c7ef4ab52d
commit 7688768d9b
2 changed files with 10 additions and 10 deletions

View file

@ -303,14 +303,14 @@ namespace SceneManager
else if(dismissDriver.Index == (int)DismissOption.FromWorld) else if(dismissDriver.Index == (int)DismissOption.FromWorld)
{ {
Game.LogTrivial($"Dismissed {nearbyVehicle.Model.Name} from the world"); Game.LogTrivial($"Dismissed {nearbyVehicle.Model.Name} from the world");
if (nearbyVehicle.HasDriver) while (nearbyVehicle.HasOccupants)
{ {
while (nearbyVehicle.Driver) foreach (Ped occupant in nearbyVehicle.Occupants)
{ {
nearbyVehicle.Driver.Dismiss(); occupant.Dismiss();
nearbyVehicle.Driver.Delete(); occupant.Delete();
GameFiber.Yield();
} }
GameFiber.Yield();
} }
nearbyVehicle.Delete(); nearbyVehicle.Delete();

View file

@ -40,14 +40,14 @@ namespace SceneManager
if (dismissOption == DismissOption.FromWorld) if (dismissOption == DismissOption.FromWorld)
{ {
Game.LogTrivial($"Dismissed {Vehicle.Model.Name} from the world"); Game.LogTrivial($"Dismissed {Vehicle.Model.Name} from the world");
if (Vehicle.HasDriver) while (Vehicle.HasOccupants)
{ {
while (Vehicle.Driver) foreach(Ped occupant in Vehicle.Occupants)
{ {
Vehicle.Driver.Dismiss(); occupant.Dismiss();
Vehicle.Driver.Delete(); occupant.Delete();
GameFiber.Yield();
} }
GameFiber.Yield();
} }
Vehicle.Delete(); Vehicle.Delete();
return; return;