From 8c3752a4832b9467f7ca98f5996f9b4fc8c35dca Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Sun, 13 Sep 2020 04:49:52 -0600 Subject: [PATCH] Adjusted distance check to nearest waypoint when dismissed. --- SceneManager/Object Classes/CollectedVehicle.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/SceneManager/Object Classes/CollectedVehicle.cs b/SceneManager/Object Classes/CollectedVehicle.cs index ebcab5b..cd8b0c9 100644 --- a/SceneManager/Object Classes/CollectedVehicle.cs +++ b/SceneManager/Object Classes/CollectedVehicle.cs @@ -60,6 +60,7 @@ namespace SceneManager _stoppedAtWaypoint = false; _driver.Tasks.Clear(); + _driver.Tasks.PerformDrivingManeuver(_vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3); if (_driver.GetAttachedBlip()) { @@ -70,7 +71,7 @@ namespace SceneManager var nearestCollectorWaypoint = _path.Waypoints.Where(wp => wp.IsCollector && _vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault(); if (nearestCollectorWaypoint != null) { - while (nearestCollectorWaypoint != null && _vehicle && _driver && _vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2.5) + while (nearestCollectorWaypoint != null && _vehicle && _driver && _vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2) { //Game.LogTrivial($"{_vehicle.Model.Name} is too close to the collector to be fully dismissed."); GameFiber.Yield();