mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
200 lines
9.4 KiB
C#
200 lines
9.4 KiB
C#
using Rage;
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using System.Collections.Generic;
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using System.Linq;
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namespace SceneManager
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{
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class AITasking
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{
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public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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{
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if (!VehicleAndDriverNullChecks(collectedVehicle))
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{
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return;
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}
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if (currentWaypoint != null)
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{
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float acceptedDistance = GetAcceptedStoppingDistance(waypoints, waypoints.IndexOf(currentWaypoint));
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}");
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if(collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position) > (currentWaypoint.CollectorRadius + 0.5))
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{
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} is driving to waypoint {currentWaypoint.Number}");
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collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)263075, acceptedDistance);
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LoopWhileDrivingToWaypoint(collectedVehicle, waypoints, currentWaypoint, acceptedDistance);
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}
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if(currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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StopVehicleAtWaypoint(currentWaypoint, collectedVehicle);
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}
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}
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DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
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if (!VehicleAndDriverNullChecks(collectedVehicle))
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{
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return;
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}
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all 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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}
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private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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{
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if (!VehicleAndDriverNullChecks(collectedVehicle))
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{
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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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for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++) // Do we need to make this <= count? Or nextWaypoint = currentWaypoint.Number - 1? Is this dependent on direct vs. normal collection?
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{
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if (!VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle))
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{
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return;
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}
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if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
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{
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collectedVehicle.CurrentWaypoint = waypoints[nextWaypoint];
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float acceptedDistance = GetAcceptedStoppingDistance(waypoints, nextWaypoint);
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Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
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if (waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
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{
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collectedVehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)17040299, acceptedDistance);
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}
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else
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{
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collectedVehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263075, acceptedDistance);
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}
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LoopWhileDrivingToWaypoint(collectedVehicle, waypoints, nextWaypoint, acceptedDistance);
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if (collectedVehicle.SkipWaypoint)
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{
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collectedVehicle.SkipWaypoint = false;
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continue;
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}
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if (!collectedVehicle.Dismissed && waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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StopVehicleAtWaypoint(waypoints[nextWaypoint], collectedVehicle);
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}
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if (!VehicleAndDriverNullChecks(collectedVehicle) || collectedVehicle.Dismissed)
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{
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return;
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}
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collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3);
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}
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}
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}
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public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, int nextWaypoint, float acceptedDistance)
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{
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while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance)
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{
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//Game.LogTrivial($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {waypoints[nextWaypoint].Number} ({collectedVehicle.Vehicle.DistanceTo2D(waypoints[nextWaypoint].Position)}m away from collector radius {waypoints[nextWaypoint].CollectorRadius})");
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//Game.LogTrivial($"Distance of front of vehicle to waypoint: {collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position)}");
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GameFiber.Yield();
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}
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}
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public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint, float acceptedDistance)
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{
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while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
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{
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//Game.LogTrivial($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)");
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GameFiber.Yield();
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}
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}
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private static float GetAcceptedStoppingDistance(List<Waypoint> waypoints, int nextWaypoint)
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{
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float dist;
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if(Settings.SpeedUnit == SpeedUnits.MPH)
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{
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dist = (MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed) * MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed)) / (250 * 0.8f);
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}
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else
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{
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dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f);
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}
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var acceptedDistance = MathHelper.Clamp(dist, 2, 10);
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Game.LogTrivial($"Accepted distance: {acceptedDistance}");
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return acceptedDistance;
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}
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private static bool VehicleAndDriverNullChecks(CollectedVehicle collectedVehicle)
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{
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if (collectedVehicle == null)
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{
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Game.LogTrivial($"CollectedVehicle is null");
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return false;
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}
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if (!collectedVehicle.Vehicle)
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{
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Game.LogTrivial($"Vehicle is null");
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return false;
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}
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if (!collectedVehicle.Driver)
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{
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Game.LogTrivial($"Driver is null");
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return false;
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}
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return true;
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}
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private static bool VehicleAndDriverNullChecks(List<Waypoint> waypoints, int nextWaypoint, CollectedVehicle collectedVehicle)
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{
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if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
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{
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Game.LogTrivial($"Waypoint is null");
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return false;
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}
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if(collectedVehicle == null)
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{
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Game.LogTrivial($"CollectedVehicle is null");
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return false;
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}
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if (!collectedVehicle.Vehicle)
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{
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Game.LogTrivial($"Vehicle is null");
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return false;
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}
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if (!collectedVehicle.Driver)
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{
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Game.LogTrivial($"Driver is null");
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return false;
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}
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return true;
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}
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private static void StopVehicleAtWaypoint(Waypoint currentWaypoint, CollectedVehicle collectedVehicle)
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{
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if (!VehicleAndDriverNullChecks(collectedVehicle))
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{
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return;
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}
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var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at 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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collectedVehicle.Driver.Tasks.Clear();
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while (currentWaypoint != null && VehicleAndDriverNullChecks(collectedVehicle) && collectedVehicle.StoppedAtWaypoint)
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{
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GameFiber.Yield();
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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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}
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}
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