protected override bool StartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays, bool undergroundTarget)
{
VehicleInfo info = this.m_info;
ushort driverInstance = this.GetDriverInstance(vehicleID, ref vehicleData);
if (driverInstance == 0)
{
return false;
}
CitizenManager instance = Singleton<CitizenManager>.instance;
CitizenInfo info2 = instance.m_instances.m_buffer[(int)driverInstance].Info;
NetInfo.LaneType laneTypes = NetInfo.LaneType.Vehicle | NetInfo.LaneType.Pedestrian;
VehicleInfo.VehicleType vehicleType = this.m_info.m_vehicleType;
bool allowUnderground = (vehicleData.m_flags & (Vehicle.Flags.Underground | Vehicle.Flags.Transition)) != (Vehicle.Flags)0;
bool randomParking = false;
ushort targetBuilding = instance.m_instances.m_buffer[(int)driverInstance].m_targetBuilding;
if (targetBuilding != 0 && Singleton<BuildingManager>.instance.m_buildings.m_buffer[(int)targetBuilding].Info.m_class.m_service > ItemClass.Service.Office)
{
randomParking = true;
}
PathUnit.Position startPosA;
PathUnit.Position startPosB;
float num;
float num2;
PathUnit.Position endPosA;
if (PathManager.FindPathPosition(startPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, info.m_vehicleType, allowUnderground, false, 32f, out startPosA, out startPosB, out num, out num2) && info2.m_citizenAI.FindPathPosition(driverInstance, ref instance.m_instances.m_buffer[(int)driverInstance], endPos, laneTypes, vehicleType, undergroundTarget, out endPosA))
{
if (!startBothWays || num < 10f)
{
startPosB = default(PathUnit.Position);
}
PathUnit.Position endPosB = default(PathUnit.Position);
SimulationManager instance2 = Singleton<SimulationManager>.instance;
uint path;
if (Singleton<PathManager>.instance.CreatePath(ExtendedVehicleType.PassengerCar, out path, ref instance2.m_randomizer, instance2.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, default(PathUnit.Position), laneTypes, vehicleType, 20000f, false, false, false, false, randomParking))
{
if (vehicleData.m_path != 0u)
{
Singleton<PathManager>.instance.ReleasePath(vehicleData.m_path);
}
vehicleData.m_path = path;
vehicleData.m_flags |= Vehicle.Flags.WaitingPath;
return true;
}
}
return false;
}