using Rage; using System.Collections.Generic; using System.Linq; using SceneManager.Utils; using SceneManager.Waypoints; using SceneManager.Paths; namespace SceneManager.CollectedPeds { internal class CollectedVehicle : Vehicle { internal CollectedPed BoundPed; internal CollectedVehicle(Vehicle baseVehicle, CollectedPed ped) : base(baseVehicle.Handle) { Handle = baseVehicle.Handle; BoundPed = ped; //GameFiber.StartNew(() => AssignWaypointTasks(), "Task Assignment Fiber"); } public bool OptionalCleanUp() { if (!this) return true; if (!BoundPed || (BoundPed && (BoundPed.IsDead || !BoundPed.CurrentVehicle || (BoundPed.CurrentVehicle && BoundPed.CurrentVehicle.Handle != Handle)))) { if (this.IsOnFire || this.IsDead) { this.Repair(); } this.Delete(); return true; } return false; } } }