mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Fixed duplicate ped creation
This commit is contained in:
parent
e563612ab0
commit
eb5fbfa1bc
1 changed files with 94 additions and 97 deletions
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@ -9,25 +9,21 @@ namespace SceneManager.CollectedPeds
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{
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{
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internal class CollectedPed : Ped
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internal class CollectedPed : Ped
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{
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{
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internal Path Path { get; private set; }
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internal Path Path { get; set; }
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internal Waypoint CurrentWaypoint { get; private set; }
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internal Waypoint CurrentWaypoint { get; set; }
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internal bool StoppedAtWaypoint { get; private set; } = false;
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internal bool StoppedAtWaypoint { get; private set; } = false;
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internal bool Dismissed { get; private set; } = false;
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internal bool Dismissed { get; private set; } = false;
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internal bool Directed { get; set; } = false;
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internal bool Directed { get; set; } = false;
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internal bool SkipWaypoint { get; private set; } = false;
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internal bool SkipWaypoint { get; private set; } = false;
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internal bool ReadyForDirectTasks { get; private set; } = true;
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internal bool ReadyForDirectTasks { get; private set; } = true;
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internal CollectedPed(Ped ped, Path path, Waypoint waypoint)
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internal CollectedPed(Ped basePed, Path path, Waypoint waypoint) : base(basePed.Handle)
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{
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{
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if(!ped)
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Handle = basePed.Handle;
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{
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Game.LogTrivial($"Ped is invalid.");
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}
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Handle = ped.Handle;
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Path = path;
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Path = path;
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CurrentWaypoint = waypoint;
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CurrentWaypoint = waypoint;
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SetPersistence();
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SetPersistence();
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Game.LogTrivial($"Added {CurrentVehicle.Model.Name} to collection from path {Path.Number} waypoint {CurrentWaypoint.Number}.");
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Game.LogTrivial($"Added {CurrentVehicle.Model.Name} to collection from path \"{Path.Name}\" waypoint {CurrentWaypoint.Number}.");
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GameFiber.StartNew(() => AssignWaypointTasks(), "Task Assignment Fiber");
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GameFiber.StartNew(() => AssignWaypointTasks(), "Task Assignment Fiber");
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}
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}
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@ -60,16 +56,19 @@ namespace SceneManager.CollectedPeds
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DriveToNextWaypoint();
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DriveToNextWaypoint();
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}
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}
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if (Path.State == State.Deleting || (!Dismissed && !VehicleAndDriverAreValid()) || Directed)
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if (Path.State == State.Deleting || !VehicleAndDriverAreValid())
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{
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{
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Dismiss();
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return;
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return;
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}
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}
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] all Path {Path.Number} tasks complete.");
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if(Directed)
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if (!Dismissed)
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{
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{
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Dismiss();
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Dismiss(Utils.Dismiss.FromDirected);
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}
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}
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] all path \"{Path.Name}\" tasks complete.");
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Dismiss();
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}
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}
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private void AssignDirectedTask()
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private void AssignDirectedTask()
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@ -107,7 +106,7 @@ namespace SceneManager.CollectedPeds
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{
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{
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, Path.Waypoints.IndexOf(CurrentWaypoint));
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, Path.Waypoints.IndexOf(CurrentWaypoint));
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Vector3 oldPosition = CurrentWaypoint.Position;
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Vector3 oldPosition = CurrentWaypoint.Position;
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] is driving to path {Path.Number} waypoint {CurrentWaypoint.Number} (directed)");
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] is driving to path \"{Path.Name}\" waypoint {CurrentWaypoint.Number} (directed)");
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Tasks.DriveToPosition(CurrentWaypoint.Position, CurrentWaypoint.Speed, (VehicleDrivingFlags)CurrentWaypoint.DrivingFlagType, acceptedDistance);
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Tasks.DriveToPosition(CurrentWaypoint.Position, CurrentWaypoint.Speed, (VehicleDrivingFlags)CurrentWaypoint.DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToDirectedWaypoint();
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LoopWhileDrivingToDirectedWaypoint();
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@ -159,7 +158,7 @@ namespace SceneManager.CollectedPeds
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return;
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return;
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}
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}
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Game.LogTrivial($"Preparing to run task loop for {CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] on path {Path.Number}");
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Game.LogTrivial($"Preparing to run task loop for {CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] on path \"{Path.Name}\"");
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for (int currentWaypointTask = CurrentWaypoint.Number; currentWaypointTask < Path.Waypoints.Count; currentWaypointTask++)
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for (int currentWaypointTask = CurrentWaypoint.Number; currentWaypointTask < Path.Waypoints.Count; currentWaypointTask++)
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{
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{
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var oldPosition = Path.Waypoints[currentWaypointTask].Position;
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var oldPosition = Path.Waypoints[currentWaypointTask].Position;
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@ -181,7 +180,7 @@ namespace SceneManager.CollectedPeds
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CurrentWaypoint = Path.Waypoints[currentWaypointTask];
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CurrentWaypoint = Path.Waypoints[currentWaypointTask];
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, currentWaypointTask);
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, currentWaypointTask);
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] is driving to path {Path.Number} waypoint {Path.Waypoints[currentWaypointTask].Number} (Stop: {CurrentWaypoint.IsStopWaypoint}, Driving flag: {CurrentWaypoint.DrivingFlagType})");
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] is driving to path \"{Path.Name}\" waypoint {Path.Waypoints[currentWaypointTask].Number} (Stop: {CurrentWaypoint.IsStopWaypoint}, Driving flag: {CurrentWaypoint.DrivingFlagType})");
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Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
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LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
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@ -212,6 +211,7 @@ namespace SceneManager.CollectedPeds
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void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
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void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
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{
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{
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int lostTasks = 0;
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while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && CurrentVehicle.FrontPosition.DistanceTo2D(Path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
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while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && CurrentVehicle.FrontPosition.DistanceTo2D(Path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
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{
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{
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if (oldPosition != Path.Waypoints[currentWaypointTask].Position)
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if (oldPosition != Path.Waypoints[currentWaypointTask].Position)
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@ -224,9 +224,16 @@ namespace SceneManager.CollectedPeds
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{
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{
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//Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
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//Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] has no task. Reassiging current waypoint task.");
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] has no task. Reassiging current waypoint task.");
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if(lostTasks == 3)
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{
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] lost their task too many times. Dismissing from world to prevent problems.");
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Dismiss(Utils.Dismiss.FromWorld);
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return;
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}
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if (CurrentVehicle)
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if (CurrentVehicle)
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{
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{
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Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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lostTasks++;
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] should have a task now.");
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] should have a task now.");
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}
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}
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else
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else
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@ -235,8 +242,7 @@ namespace SceneManager.CollectedPeds
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return;
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return;
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}
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}
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}
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}
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//GameFiber.Sleep(100);
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GameFiber.Sleep(100);
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GameFiber.Yield();
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}
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}
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}
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}
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}
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}
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@ -244,7 +250,7 @@ namespace SceneManager.CollectedPeds
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private void StopAtWaypoint()
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private void StopAtWaypoint()
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{
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{
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var stoppingDistance = GetAcceptedStoppingDistance(CurrentWaypoint.Path.Waypoints, CurrentWaypoint.Path.Waypoints.IndexOf(CurrentWaypoint));
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var stoppingDistance = GetAcceptedStoppingDistance(CurrentWaypoint.Path.Waypoints, CurrentWaypoint.Path.Waypoints.IndexOf(CurrentWaypoint));
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Game.LogTrivial($"{CurrentVehicle.Model.Name} stopping at path {CurrentWaypoint.Path.Number} waypoint.");
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Game.LogTrivial($"{CurrentVehicle.Model.Name} stopping at path \"{CurrentWaypoint.Path.Name}\" waypoint.");
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var vehicleToStop = CurrentVehicle;
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var vehicleToStop = CurrentVehicle;
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(vehicleToStop, stoppingDistance, -1, true);
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(vehicleToStop, stoppingDistance, -1, true);
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StoppedAtWaypoint = true;
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StoppedAtWaypoint = true;
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@ -258,32 +264,23 @@ namespace SceneManager.CollectedPeds
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Game.LogTrivial($"{vehicleToStop.Model.Name} releasing from stop waypoint.");
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Game.LogTrivial($"{vehicleToStop.Model.Name} releasing from stop waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(vehicleToStop, 0f, 1, true);
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(vehicleToStop, 0f, 1, true);
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}
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}
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//if (this && OriginalVehicle)
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//{
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// Game.LogTrivial($"{OriginalVehicle.Model.Name} releasing from stop waypoint.");
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// Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(OriginalVehicle, 0f, 1, true);
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// Tasks.CruiseWithVehicle(5f);
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//}
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}
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}
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private bool VehicleAndDriverAreValid()
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private bool VehicleAndDriverAreValid()
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{
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{
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if (this == null || !this)
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if (!this)
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{
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{
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Game.LogTrivial($"CollectedVehicle is null");
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Game.LogTrivial($"CollectedPed is null");
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return false;
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return false;
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}
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}
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if (!CurrentVehicle)
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if (!CurrentVehicle)
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{
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{
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Game.LogTrivial($"Vehicle is null");
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Game.LogTrivial($"Vehicle is null");
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Dismiss();
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return false;
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return false;
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}
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}
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if (!IsAlive)
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if (!IsAlive)
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{
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{
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Game.LogTrivial($"Driver is null or dead or not in a vehicle");
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Game.LogTrivial($"Driver is null or dead or not in a vehicle");
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Dismiss();
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return false;
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return false;
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}
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}
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return true;
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return true;
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@ -291,26 +288,15 @@ namespace SceneManager.CollectedPeds
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internal void Dismiss(Dismiss dismissOption = Utils.Dismiss.FromPath, Path newPath = null)
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internal void Dismiss(Dismiss dismissOption = Utils.Dismiss.FromPath, Path newPath = null)
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{
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{
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if(CurrentVehicle)
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if(!this)
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{
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{
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if (StoppedAtWaypoint)
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Game.LogTrivial($"CollectedPed is not valid in Dismiss.");
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{
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Path.CollectedPeds.Remove(this);
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(CurrentVehicle, 0f, 1, true);
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}
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CurrentVehicle.Dismiss();
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}
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if (this)
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{
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base.Dismiss();
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}
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if (!CurrentVehicle)
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{
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Game.LogTrivial($"Vehicle is null.");
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return;
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return;
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}
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}
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if (!this)
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if(Dismissed)
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{
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{
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Game.LogTrivial($"Driver is null.");
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Game.LogTrivial($"CollectedPed is already dismissed.");
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return;
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return;
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}
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}
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@ -320,13 +306,7 @@ namespace SceneManager.CollectedPeds
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return;
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return;
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}
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}
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if (dismissOption == Utils.Dismiss.FromPlayer)
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if (CurrentVehicle && StoppedAtWaypoint)
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{
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DismissFromPlayer();
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return;
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}
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if(CurrentVehicle && StoppedAtWaypoint)
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{
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{
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StoppedAtWaypoint = false;
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StoppedAtWaypoint = false;
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(LastVehicle, 0f, 1, true);
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(LastVehicle, 0f, 1, true);
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@ -344,40 +324,49 @@ namespace SceneManager.CollectedPeds
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DismissFromPath();
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DismissFromPath();
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}
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}
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if(dismissOption == Utils.Dismiss.FromDirected)
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if (dismissOption == Utils.Dismiss.FromDirected)
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{
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{
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DismissFromDirect();
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DismissFromDirect();
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}
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}
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void DismissFromPlayer()
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{
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Dismissed = true;
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base.Dismiss();
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(CurrentVehicle, 0f, 1, true);
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CurrentVehicle.Dismiss();
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Path.CollectedPeds.Remove(this);
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}
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void DismissFromWorld()
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void DismissFromWorld()
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{
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{
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Game.LogTrivial($"Dismissed {CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] from the world");
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Game.LogTrivial($"Dismissed {CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] from the world");
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while (CurrentVehicle.HasOccupants)
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if (GetAttachedBlip())
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{
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GetAttachedBlip().Delete();
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}
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while (this && CurrentVehicle && CurrentVehicle.HasOccupants)
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{
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{
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foreach (Ped occupant in CurrentVehicle.Occupants)
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foreach (Ped occupant in CurrentVehicle.Occupants)
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{
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{
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occupant.Dismiss();
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occupant.Delete();
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occupant.Delete();
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}
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}
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GameFiber.Yield();
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GameFiber.Yield();
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}
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}
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if(!this)
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{
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Path.CollectedPeds.Remove(this);
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return;
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}
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if (CurrentVehicle)
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{
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CurrentVehicle.Delete();
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CurrentVehicle.Delete();
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}
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}
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Path.CollectedPeds.Remove(this);
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}
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void DismissFromWaypoint()
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void DismissFromWaypoint()
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{
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{
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if (CurrentWaypoint == null || Path == null)
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if (Path == null)
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{
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{
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Game.LogTrivial($"CurrentWaypoint or Path is null");
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Game.LogTrivial($"Path is null");
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return;
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}
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if(CurrentWaypoint == null)
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{
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Game.LogTrivial($"CurrentWaypoint is null");
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return;
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return;
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}
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}
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@ -394,18 +383,27 @@ namespace SceneManager.CollectedPeds
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void DismissFromPath()
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void DismissFromPath()
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{
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{
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if(!this)
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{
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Game.LogTrivial($"CollectedPed is not valid in DismissFromPath.");
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Path.CollectedPeds.Remove(this);
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return;
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}
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if(Dismissed)
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{
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Game.LogTrivial($"CollectedPed is already dismissed.");
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return;
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}
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Game.LogTrivial($"Dismissing {CurrentVehicle?.Model.Name} [{CurrentVehicle?.Handle}] from path");
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Game.LogTrivial($"Dismissing {CurrentVehicle?.Model.Name} [{CurrentVehicle?.Handle}] from path");
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Dismissed = true;
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Dismissed = true;
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// Check if the vehicle is near any of the path's collector waypoints
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// Check if the vehicle is near any of the path's collector waypoints
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GameFiber.StartNew(() =>
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//GameFiber.StartNew(() =>
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{
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//var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => CurrentVehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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//if(nearestCollectorWaypoint == null)
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//{
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//{
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// Game.LogTrivial($"Nearest collector is null");
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//var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => CurrentVehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
|
||||||
//}
|
//if (nearestCollectorWaypoint != null)
|
||||||
//else
|
|
||||||
//{
|
//{
|
||||||
// while (nearestCollectorWaypoint != null && CurrentVehicle && CurrentVehicle.HasDriver && this && IsAlive && CurrentVehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
|
// while (nearestCollectorWaypoint != null && CurrentVehicle && CurrentVehicle.HasDriver && this && IsAlive && CurrentVehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
|
||||||
// {
|
// {
|
||||||
|
|
@ -413,16 +411,8 @@ namespace SceneManager.CollectedPeds
|
||||||
// }
|
// }
|
||||||
//}
|
//}
|
||||||
|
|
||||||
if (!this || !CurrentVehicle)
|
|
||||||
{
|
|
||||||
Game.LogTrivial($"Vehicle or driver is null");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!Directed)
|
if (!Directed)
|
||||||
{
|
{
|
||||||
Path.CollectedPeds.Remove(this);
|
|
||||||
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] dismissed successfully.");
|
|
||||||
if (this)
|
if (this)
|
||||||
{
|
{
|
||||||
if (GetAttachedBlip())
|
if (GetAttachedBlip())
|
||||||
|
|
@ -430,17 +420,24 @@ namespace SceneManager.CollectedPeds
|
||||||
GetAttachedBlip().Delete();
|
GetAttachedBlip().Delete();
|
||||||
}
|
}
|
||||||
BlockPermanentEvents = false;
|
BlockPermanentEvents = false;
|
||||||
|
IsPersistent = false;
|
||||||
base.Dismiss();
|
base.Dismiss();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (CurrentVehicle)
|
if (CurrentVehicle)
|
||||||
{
|
{
|
||||||
CurrentVehicle.Dismiss();
|
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] dismissed successfully.");
|
||||||
CurrentVehicle.IsSirenOn = false;
|
LastVehicle.Dismiss();
|
||||||
CurrentVehicle.IsSirenSilent = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}, "DismissFromPath Fiber");
|
|
||||||
|
|
||||||
|
if (CurrentVehicle)
|
||||||
|
{
|
||||||
|
LastVehicle.IsSirenOn = false;
|
||||||
|
LastVehicle.IsSirenSilent = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Path.CollectedPeds.Remove(this);
|
||||||
|
}
|
||||||
|
//}, "DismissFromPath Fiber");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DismissFromDirect()
|
void DismissFromDirect()
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue