From a3b553cbff664d357d7b8113360b3b29b8cacc20 Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Thu, 8 Oct 2020 05:56:20 -0600 Subject: [PATCH] Remove SetVehicleAndDriverPersistence method now that it is handled by the CollectedVehicle class --- SceneManager/VehicleCollector.cs | 10 +--------- 1 file changed, 1 insertion(+), 9 deletions(-) diff --git a/SceneManager/VehicleCollector.cs b/SceneManager/VehicleCollector.cs index 757c7e2..86c5dd9 100644 --- a/SceneManager/VehicleCollector.cs +++ b/SceneManager/VehicleCollector.cs @@ -66,7 +66,7 @@ namespace SceneManager var collectedVehicle = collectedVehicles.Where(cv => cv.Vehicle == vehicle).FirstOrDefault(); if(collectedVehicle == null) { - SetVehicleAndDriverPersistence(vehicle); + //SetVehicleAndDriverPersistence(vehicle); CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle); Logger.Log($"Vehicle's front position distance to waypoint: {vehicle.FrontPosition.DistanceTo2D(waypoint.Position)}, collector radius: {waypoint.CollectorRadius}"); GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint)); @@ -124,13 +124,5 @@ namespace SceneManager return false; } } - - internal static void SetVehicleAndDriverPersistence(Vehicle v) - { - v.IsPersistent = true; - v.Driver.IsPersistent = true; - v.Driver.BlockPermanentEvents = true; - v.Driver.Tasks.Clear(); - } } }