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Fixed vehicles being dismissed prematurely when directed from one path to another.

This commit is contained in:
Rich Dunne 2020-10-10 07:29:39 -06:00
parent b17135814c
commit a68de1d56a
2 changed files with 69 additions and 40 deletions

View file

@ -12,7 +12,8 @@ namespace SceneManager
{
FromPath = 0,
FromWaypoint = 1,
FromWorld = 2
FromWorld = 2,
FromDirect = 3
}
static class PathMainMenu
@ -141,11 +142,7 @@ namespace SceneManager
{
cv.Driver.GetAttachedBlip().Delete();
}
Logger.Log($"{cv.Vehicle.Model.Name} task status before clear/dismiss: {cv.Driver.Tasks.CurrentTaskStatus.ToString()}");
cv.Driver.Tasks.Clear();
cv.Driver.Tasks.ClearSecondary();
cv.Driver.Dismiss();
Logger.Log($"{cv.Vehicle.Model.Name} task status after clear/dismiss: {cv.Driver.Tasks.CurrentTaskStatus.ToString()}");
cv.Vehicle.IsSirenOn = false;
cv.Vehicle.IsSirenSilent = true;
cv.Vehicle.Dismiss();
@ -250,13 +247,6 @@ namespace SceneManager
var firstWaypoint = waypoints.First();
var nearestWaypoint = waypoints.Where(wp => wp.Position.DistanceTo2D(nearbyVehicle.FrontPosition) < wp.Position.DistanceTo2D(nearbyVehicle.RearPosition)).OrderBy(wp => wp.Position.DistanceTo2D(nearbyVehicle)).FirstOrDefault();
if(collectedVehicle != null)
{
collectedVehicle.Dismiss();
collectedVehicle = null;
}
//VehicleCollector.SetVehicleAndDriverPersistence(nearbyVehicle);
// The vehicle should only be added to the collection when it's not null AND if the selected item is First Waypoint OR if the selected item is nearestWaypoint AND nearestWaypoint is not null
if (collectedVehicle == null && directOptions.SelectedItem == "First waypoint" || (directOptions.SelectedItem == "Nearest waypoint" && nearestWaypoint != null))
{
@ -272,17 +262,12 @@ namespace SceneManager
}
collectedVehicle.Directed = true;
collectedVehicle.Driver.Tasks.Clear();
if (collectedVehicle.StoppedAtWaypoint)
{
collectedVehicle.StoppedAtWaypoint = false;
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
}
if (directOptions.SelectedItem == "First waypoint")
{
GameFiber.StartNew(() =>
{
AITasking.AssignWaypointTasks(collectedVehicle, waypoints, firstWaypoint);
AITasking.AssignWaypointTasks(collectedVehicle, path, firstWaypoint);
});
}
else
@ -291,7 +276,7 @@ namespace SceneManager
{
GameFiber.StartNew(() =>
{
AITasking.AssignWaypointTasks(collectedVehicle, waypoints, nearestWaypoint);
AITasking.AssignWaypointTasks(collectedVehicle, path, nearestWaypoint);
});
}
}