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Fix setPedOnFire(ped, false) doesn't cancel TASK_SIMPLE_PLAYER_ON_FIRE #3930
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Why do you want to extend the Maybe im wrong here. |
We already have the
Yeah, it's a intentional because before using setPedOnFire, you can use extinguishFire, which means the player won't be on fire anymore, but the PLAYER_ON_FIRE task will remain active. That's why I changed the approach to return false if there's no fire.
No
No, but as mentioned in the issue, it causes some problems with aiming. I see that my proposed simple solution, which involves interrupting the PLAYER_ON_FIRE task after setting setPedOnFire to false (which is logical because if we don't want fire, we also don't want the task associated with it), is not well-received. I don't see the point in calling two separate functions: setPedOnFire(ped, false) -- to extinguish the fire In my opinion, this approach doesn't make sense, because this action should be executed along with extinguishing the fire, not separately and manually by the scripter. |
This is a problem. |
Fixed #3249