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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Refactored some methods and names
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commit
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1 changed files with 85 additions and 46 deletions
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@ -5,12 +5,15 @@ using System.Drawing;
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using System.Linq;
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using System.Xml.Serialization;
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using SceneManager.Utils;
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using SceneManager.Menus;
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using System.IO;
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namespace SceneManager.Objects
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{
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internal class Path // Change this to Public for import/export
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[XmlRoot(ElementName = "Path", Namespace = "")]
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public class Path // Change this to Public for import/export
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{
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internal string Name { get; set; }
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internal int Number { get; set; }
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internal bool IsEnabled { get; set; }
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internal State State { get; set; }
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@ -18,9 +21,8 @@ namespace SceneManager.Objects
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[XmlArray("Waypoints")]
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[XmlArrayItem("Waypoint")]
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public List<Waypoint> Waypoints { get; set; } = new List<Waypoint>();
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internal List<CollectedVehicle> CollectedVehicles = new List<CollectedVehicle>();
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private List<Vehicle> _blacklistedVehicles = new List<Vehicle>();
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internal List<CollectedVehicle> CollectedVehicles { get; } = new List<CollectedVehicle>();
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private List<Vehicle> BlacklistedVehicles { get; } = new List<Vehicle>();
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private Path() { }
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@ -43,6 +45,18 @@ namespace SceneManager.Objects
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PathXMLManager.SaveItemToXML(this, SAVED_PATHS_DIRECTORY + filename);
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}
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internal void Load()
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{
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State = State.Finished;
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EnablePath();
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foreach(Waypoint waypoint in Waypoints)
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{
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waypoint.LoadFromImport(this);
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}
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DrawLinesBetweenWaypoints();
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PathManager.EndPath(this);
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}
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private void LowerWaypointBlipsOpacity()
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{
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foreach (Waypoint wp in Waypoints)
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@ -77,7 +91,7 @@ namespace SceneManager.Objects
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{
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wp.RemoveSpeedZone();
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}
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if (SettingsMenu.mapBlips.Checked)
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if (SettingsMenu.MapBlips.Checked)
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{
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LowerWaypointBlipsOpacity();
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}
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@ -93,7 +107,7 @@ namespace SceneManager.Objects
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wp.AddSpeedZone();
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}
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}
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if (SettingsMenu.mapBlips.Checked)
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if (SettingsMenu.MapBlips.Checked)
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{
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RestoreWaypointBlipsOpacity();
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}
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@ -105,7 +119,7 @@ namespace SceneManager.Objects
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{
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while(true)
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{
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if (SettingsMenu.threeDWaypoints.Checked && (State == State.Finished && MenuManager.menuPool.IsAnyMenuOpen()) || (State == State.Creating && PathCreationMenu.pathCreationMenu.Visible))
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if (SettingsMenu.ThreeDWaypoints.Checked && (State == State.Finished && MenuManager.MenuPool.IsAnyMenuOpen()) || (State == State.Creating && PathCreationMenu.Menu.Visible))
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{
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for (int i = 0; i < Waypoints.Count; i++)
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{
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@ -129,67 +143,57 @@ namespace SceneManager.Objects
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internal void LoopForVehiclesToBeDismissed()
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{
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GameFiber.StartNew(() =>
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while (PathManager.Paths.Contains(this))
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{
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while (PathMainMenu.paths.Contains(this))
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//Logger.Log($"Dismissing unused vehicles for cleanup");
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foreach (CollectedVehicle cv in CollectedVehicles.Where(cv => cv.Vehicle && (!cv.Vehicle.IsDriveable || cv.Vehicle.IsUpsideDown || !cv.Vehicle.HasDriver)))
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{
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//Logger.Log($"Dismissing unused vehicles for cleanup");
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foreach (CollectedVehicle cv in CollectedVehicles.Where(cv => cv.Vehicle))
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if (cv.Vehicle.HasDriver)
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{
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if (!cv.Vehicle.IsDriveable || cv.Vehicle.IsUpsideDown || !cv.Vehicle.HasDriver)
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{
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if (cv.Vehicle.HasDriver)
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{
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cv.Vehicle.Driver.Dismiss();
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}
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cv.Vehicle.Dismiss();
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}
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cv.Vehicle.Driver.Dismiss();
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}
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CollectedVehicles.RemoveAll(cv => !cv.Vehicle);
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_blacklistedVehicles.RemoveAll(v => !v);
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GameFiber.Sleep(60000);
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cv.Vehicle.Dismiss();
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}
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});
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CollectedVehicles.RemoveAll(cv => !cv.Vehicle);
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BlacklistedVehicles.RemoveAll(v => !v);
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GameFiber.Sleep(60000);
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}
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}
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internal void LoopWaypointCollection()
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{
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uint lastProcessTime = Game.GameTime; // Store the last time the full loop finished; this is a value in ms
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int yieldAfterChecks = 50; // How many calculations to do before yielding
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while (PathMainMenu.paths.Contains(this))
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while (PathManager.Paths.Contains(this))
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{
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if (IsEnabled)
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{
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int checksDone = 0;
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try
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{
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foreach (Waypoint waypoint in Waypoints)
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foreach (Waypoint waypoint in Waypoints.Where(x => x != null && x.IsCollector))
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{
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if (waypoint != null & waypoint.IsCollector)
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foreach (Vehicle v in World.GetAllVehicles())
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{
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foreach (Vehicle v in World.GetAllVehicles())
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if (VehicleIsValidForCollection(v) && VehicleIsNearWaypoint(v, waypoint))
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{
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if (VehicleIsNearWaypoint(v, waypoint) && VehicleIsValidForCollection(v))
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{
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CollectedVehicle newCollectedVehicle = AddVehicleToCollection(v);
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GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(this, waypoint));
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//GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, this, waypoint));
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AssignTasksFiber.Start();
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}
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CollectedVehicle newCollectedVehicle = AddVehicleToCollection(v);
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GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(this, waypoint));
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AssignTasksFiber.Start();
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}
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checksDone++; // Increment the counter inside the vehicle loop
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if (checksDone % yieldAfterChecks == 0)
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{
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GameFiber.Yield(); // Yield the game fiber after the specified number of vehicles have been checked
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}
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checksDone++; // Increment the counter inside the vehicle loop
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if (checksDone % yieldAfterChecks == 0)
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{
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GameFiber.Yield(); // Yield the game fiber after the specified number of vehicles have been checked
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}
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}
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}
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}
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catch
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catch(Exception ex)
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{
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//return;
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Game.LogTrivial($"Vehicle collection error: {ex}");
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}
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}
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GameFiber.Sleep((int)Math.Max(1, Game.GameTime - lastProcessTime)); // If the prior lines took more than a second to run, then you'll run again almost immediately, but if they ran fairly quickly, you can sleep the loop until the remainder of the time between checks has passed
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@ -211,9 +215,9 @@ namespace SceneManager.Objects
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bool VehicleIsValidForCollection(Vehicle v)
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{
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if (v && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && v.IsEngineOn && v.IsOnAllWheels && v.Speed > 1 && !CollectedVehicles.Any(cv => cv?.Vehicle == v) && !_blacklistedVehicles.Contains(v))
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if (v && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && v.IsEngineOn && v.IsOnAllWheels && v.Speed > 1 && !CollectedVehicles.Any(cv => cv?.Vehicle == v) && !BlacklistedVehicles.Contains(v))
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{
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var vehicleCollectedOnAnotherPath = PathMainMenu.paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
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var vehicleCollectedOnAnotherPath = PathManager.Paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
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if (vehicleCollectedOnAnotherPath)
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{
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return false;
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@ -223,12 +227,12 @@ namespace SceneManager.Objects
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if(!v.Driver.IsAlive)
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{
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Game.LogTrivial($"Vehicle's driver is dead.");
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_blacklistedVehicles.Add(v);
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BlacklistedVehicles.Add(v);
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return false;
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}
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if (v.IsPoliceVehicle && !v.Driver.IsAmbient())
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{
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_blacklistedVehicles.Add(v);
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BlacklistedVehicles.Add(v);
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return false;
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}
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}
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@ -257,5 +261,40 @@ namespace SceneManager.Objects
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}
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}
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}
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internal void Delete()
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{
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DismissCollectedDrivers();
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RemoveWaypoints();
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Game.LogTrivial($"Path {Number} deleted.");
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}
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private void DismissCollectedDrivers()
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{
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List<CollectedVehicle> pathVehicles = CollectedVehicles.ToList(); // Have to enumerate over a copied list because you can't delete from the same list you're enumerating through
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foreach (CollectedVehicle collectedVehicle in pathVehicles.Where(x => x != null && x.Vehicle && x.Driver))
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{
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if (collectedVehicle.StoppedAtWaypoint)
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{
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 1f, 1, true);
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}
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if (collectedVehicle.Driver.GetAttachedBlip())
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{
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collectedVehicle.Driver.GetAttachedBlip().Delete();
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}
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collectedVehicle.Driver.Dismiss();
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collectedVehicle.Vehicle.IsSirenOn = false;
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collectedVehicle.Vehicle.IsSirenSilent = true;
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collectedVehicle.Vehicle.Dismiss();
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CollectedVehicles.Remove(collectedVehicle);
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}
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}
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private void RemoveWaypoints()
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{
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Waypoints.ForEach(x => x.Delete());
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Waypoints.Clear();
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}
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}
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}
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