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Removed unnecessary unstucking code. Fixed vehicles stopping briefly at waypoint they were directed to

This commit is contained in:
Rich Dunne 2020-10-17 07:12:58 -06:00
parent cda8c31f43
commit be299e556f

View file

@ -21,18 +21,19 @@ namespace SceneManager
if (currentWaypoint != null && collectedVehicle.Directed)
{
collectedVehicle.Dismissed = false;
float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint));
while (!collectedVehicle.ReadyForDirectTasks)
{
GameFiber.Yield();
}
if (collectedVehicle.StoppedAtWaypoint)
{
Logger.Log($"Unstucking {collectedVehicle.Vehicle.Model.Name}");
collectedVehicle.StoppedAtWaypoint = false;
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f);
}
//if (collectedVehicle.StoppedAtWaypoint)
//{
// Logger.Log($"Unstucking {collectedVehicle.Vehicle.Model.Name}");
// collectedVehicle.StoppedAtWaypoint = false;
// Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
// collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f);
//}
collectedVehicle.Driver.Tasks.Clear();
AssignTasksForDirectedDriver(acceptedDistance);
LoopWhileDrivingToDirectedWaypoint(acceptedDistance);
@ -42,6 +43,7 @@ namespace SceneManager
}
if (collectedVehicle.Vehicle)
{
collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
}
}