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Added condition for IsValidForCollection that the vehicle's engine is on. Added loop checking for vehicle driver after a driver has to be created

This commit is contained in:
Rich Dunne 2020-09-21 11:32:08 -06:00
parent b3ca91e7a7
commit 77bf3750bb

View file

@ -63,7 +63,7 @@ namespace SceneManager
private static bool IsValidForCollection(this Vehicle v)
{
if(v && v.Speed > 1 && v.IsOnAllWheels && v != Game.LocalPlayer.Character.CurrentVehicle && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike || (v.HasSiren && !v.IsSirenOn)) && !collectedVehicles.Any(cv => cv.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.HasSiren && !v.IsSirenOn)) && !collectedVehicles.Any(cv => cv.Vehicle == v))
{
if(v.HasDriver && !v.Driver.IsAlive)
{
@ -72,6 +72,10 @@ namespace SceneManager
if (!v.HasDriver)
{
v.CreateRandomDriver();
while (!v.HasDriver)
{
GameFiber.Yield();
}
var driverBlip = v.Driver.AttachBlip();
driverBlip.Color = Color.Green;
driverBlip.Scale = 0.25f;