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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Added logic to update waypoint position during driving task if the waypoint position was changed before the driver arrived.
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parent
3c3ad3d742
commit
f64438a39b
1 changed files with 37 additions and 33 deletions
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@ -11,6 +11,8 @@ namespace SceneManager
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{
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internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint)
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{
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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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if (!VehicleAndDriverAreValid(collectedVehicle))
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{
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return;
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@ -29,14 +31,14 @@ namespace SceneManager
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if (currentWaypoint != null && collectedVehicle.Directed)
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{
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collectedVehicle.Dismissed = false;
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float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint));
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while (!collectedVehicle.ReadyForDirectTasks)
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{
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GameFiber.Yield();
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}
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collectedVehicle.Driver.Tasks.Clear();
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AssignTasksForDirectedDriver(acceptedDistance);
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LoopWhileDrivingToDirectedWaypoint(acceptedDistance);
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AssignTasksForDirectedDriver();
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LoopWhileDrivingToDirectedWaypoint();
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if(collectedVehicle != null)
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{
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collectedVehicle.Directed = false;
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@ -44,7 +46,7 @@ namespace SceneManager
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if (collectedVehicle.Vehicle)
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{
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collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
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}
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}
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@ -61,26 +63,26 @@ namespace SceneManager
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{
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return;
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}
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete.");
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete.");
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if(!collectedVehicle.Dismissed)
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{
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collectedVehicle.Dismiss();
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}
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void AssignTasksForDirectedDriver(float acceptedDistance)
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void AssignTasksForDirectedDriver()
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{
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}");
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}");
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
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collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance);
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}
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void LoopWhileDrivingToDirectedWaypoint(float acceptedDistance)
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void LoopWhileDrivingToDirectedWaypoint()
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{
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while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
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while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance)
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{
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//Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to path {path.Number} waypoint {currentWaypoint.Number}");
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if (oldPosition != currentWaypoint.Position)
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{
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oldPosition = currentWaypoint.Position;
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}
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GameFiber.Yield();
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}
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}
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@ -90,42 +92,40 @@ namespace SceneManager
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{
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if (!VehicleAndDriverAreValid(collectedVehicle) || currentWaypoint == null || currentWaypoint.Path == null)
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{
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Logger.Log($"Vehicle, driver, waypoint, or path is null.");
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Game.LogTrivial($"Vehicle, driver, waypoint, or path is null.");
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return;
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}
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var vehicle = collectedVehicle.Vehicle;
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var driver = vehicle.Driver;
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Logger.Log($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}");
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Game.LogTrivial($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}");
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//Logger.Log($"Current path: {collectedVehicle.Path.Number}, Current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
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for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < path.Waypoints.Count; currentWaypointTask++)
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{
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} in the task loop");
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//Logger.Log($"Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}, StoppedAtWaypoint: {collectedVehicle.StoppedAtWaypoint}");
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var oldPosition = path.Waypoints[currentWaypointTask].Position;
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collectedVehicle.SkipWaypoint = false;
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if (collectedVehicle == null || !collectedVehicle.Vehicle || collectedVehicle.Dismissed || collectedVehicle.Directed)
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{
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Logger.Log($"Vehicle dismissed, directed, or null, return");
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Game.LogTrivial($"Vehicle dismissed, directed, or null, return");
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return;
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}
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if(collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Vehicle.HasDriver || !collectedVehicle.Driver.IsAlive || collectedVehicle.Vehicle.Driver == Game.LocalPlayer.Character)
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{
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Logger.Log($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead.");
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Game.LogTrivial($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead.");
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return;
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}
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if (path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint)
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{
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collectedVehicle.CurrentWaypoint = path.Waypoints[currentWaypointTask];
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
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float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, currentWaypointTask);
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Logger.Log($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {path.Waypoints[currentWaypointTask].Number} (Stop: {currentWaypoint.IsStopWaypoint}, Driving flag: {currentWaypoint.DrivingFlagType})");
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Game.LogTrivial($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {path.Waypoints[currentWaypointTask].Number} (Stop: {currentWaypoint.IsStopWaypoint}, Driving flag: {currentWaypoint.DrivingFlagType})");
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//Logger.Log($"{vehicle.Model.Name} driver is persistent: {driver.IsPersistent}");
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driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance);
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LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
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if (!VehicleAndDriverAreValid(collectedVehicle))
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{
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@ -150,18 +150,22 @@ namespace SceneManager
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driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
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// Do we need this?
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if (driver)
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{
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driver.Tasks.Clear();
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}
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//if (driver)
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//{
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// driver.Tasks.Clear();
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//}
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}
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}
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void LoopWhileDrivingToWaypoint(int nextWaypoint, float acceptedDistance)
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void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
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{
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while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[nextWaypoint].Position) > acceptedDistance)
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while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
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{
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//Logger.Log($"Looping while {vehicle.Model.Name} drives to waypoint.");
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if (oldPosition != path.Waypoints[currentWaypointTask].Position)
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{
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oldPosition = path.Waypoints[currentWaypointTask].Position;
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driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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}
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GameFiber.Sleep(100);
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}
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}
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@ -187,12 +191,12 @@ namespace SceneManager
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{
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if (collectedVehicle == null)
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{
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Logger.Log($"CollectedVehicle is null");
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Game.LogTrivial($"CollectedVehicle is null");
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return false;
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}
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if (!collectedVehicle.Vehicle && !collectedVehicle.Dismissed)
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{
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Logger.Log($"Vehicle is null");
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Game.LogTrivial($"Vehicle is null");
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collectedVehicle.Dismiss();
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return false;
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}
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@ -213,7 +217,7 @@ namespace SceneManager
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}
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var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true);
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collectedVehicle.StoppedAtWaypoint = true;
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@ -223,7 +227,7 @@ namespace SceneManager
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}
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if(collectedVehicle.Vehicle && collectedVehicle.Driver)
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{
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} releasing from stop waypoint.");
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} releasing from stop waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
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collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f);
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}
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