refactor(VehicleTab): Optimised auto pilot
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@ -62,9 +62,10 @@ namespace big
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{
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Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
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// Make sure the AI can reach this
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location = teleport::get_ground_at_3dcoord(location);
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TASK::TASK_VEHICLE_DRIVE_TO_COORD(PLAYER::PLAYER_PED_ID(), veh, location.x, location.y, location.z, 35.f, 0, veh, 2883620, 10.f, true);
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if (teleport::load_ground_at_3dcoord(location))
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TASK::TASK_VEHICLE_DRIVE_TO_COORD(PLAYER::PLAYER_PED_ID(), veh, location.x, location.y, location.z, 35.f, 0, veh, 2883620, 10.f, true);
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else
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notify::above_map("Unable to find ground at location.");
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}
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}QUEUE_JOB_END_CLAUSE
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}
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@ -73,11 +74,13 @@ namespace big
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{
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QUEUE_JOB_BEGIN_CLAUSE()
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{
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Vehicle veh = PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), false);
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Ped player = PLAYER::PLAYER_PED_ID();
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Vector3 location = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
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Vehicle veh = PED::GET_VEHICLE_PED_IS_IN(player, false);
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TASK::TASK_VEHICLE_DRIVE_TO_COORD(PLAYER::PLAYER_PED_ID(), veh, location.x, location.y, location.z, 35.f, 0, veh, 2883620, 10.f, true);
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Vector3 location = ENTITY::GET_ENTITY_COORDS(player, true);
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TASK::TASK_VEHICLE_DRIVE_TO_COORD(player, veh, location.x, location.y, location.z, 35.f, 0, veh, 2883620, 10.f, true);
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}QUEUE_JOB_END_CLAUSE
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}
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