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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Moved to new namespace
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12 changed files with 366 additions and 439 deletions
135
SceneManager/Barriers/Barrier.cs
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135
SceneManager/Barriers/Barrier.cs
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using Rage;
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using SceneManager.Managers;
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using SceneManager.Utils;
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namespace SceneManager.Barriers
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{
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public class Barrier : IDeletable, IHandleable, ISpatial
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{
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private Object _object { get; }
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public string ModelName { get; set; }
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public Vector3 Position { get; set; }
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public float Heading { get; set; }
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public bool Invincible { get; set; }
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public bool Immobile { get; set; }
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public bool LightsEnabled { get; set; }
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public int TextureVariation { get; set; }
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public PoolHandle Handle => ((IHandleable)_object).Handle;
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private Barrier() { }
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internal Barrier(string modelName, Vector3 position, float heading, bool invincible, bool immobile, int textureVariation = 0, bool lightsEnabled = false)
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{
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ModelName = modelName;
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Position = position;
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Heading = heading;
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Invincible = invincible;
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Immobile = immobile;
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TextureVariation = textureVariation;
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LightsEnabled = lightsEnabled;
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_object = new Object(ModelName, Position, Heading);
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if (BarrierManager.PlaceholderBarrier)
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{
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_object.SetPositionWithSnap(BarrierManager.PlaceholderBarrier.Position);
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}
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
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if (Invincible)
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(_object, true);
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if (ModelName != "prop_barrier_wat_03a")
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(_object, true);
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}
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}
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_object.IsPositionFrozen = Immobile;
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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SetAdvancedOptions();
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}
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}
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private void SetAdvancedOptions()
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{
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(_object, TextureVariation);
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if (LightsEnabled)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(_object, false);
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}
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else
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(_object, true);
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}
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(barrier, setBarrierTrafficLight.Index);
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_object.IsPositionFrozen = true;
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GameFiber.Sleep(50);
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if (_object && !Immobile)
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{
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_object.IsPositionFrozen = false;
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}
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}
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internal void LoadFromImport()
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{
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Game.LogTrivial($"===== BARRIER DATA =====");
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Game.LogTrivial($"Model: {ModelName}");
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Game.LogTrivial($"Position: {Position}");
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Game.LogTrivial($"Heading: {Heading}");
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Game.LogTrivial($"Invincible: {Invincible}");
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Game.LogTrivial($"Immobile: {Immobile}");
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Game.LogTrivial($"LightsEnabled: {LightsEnabled}");
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Game.LogTrivial($"Texture Variation: {TextureVariation}");
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var barrier = new Barrier(ModelName, Position, Heading, Invincible, Immobile, TextureVariation, LightsEnabled);
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BarrierManager.Barriers.Add(barrier);
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}
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public void Delete()
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{
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((IDeletable)_object).Delete();
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}
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public bool IsValid()
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{
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return ((IHandleable)_object).IsValid();
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}
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public bool Equals(IHandleable other)
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{
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return ((System.IEquatable<IHandleable>)_object).Equals(other);
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}
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public float DistanceTo(Vector3 position)
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{
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return ((ISpatial)_object).DistanceTo(position);
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}
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public float DistanceTo(ISpatial spatialObject)
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{
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return ((ISpatial)_object).DistanceTo(spatialObject);
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}
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public float DistanceTo2D(Vector3 position)
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{
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return ((ISpatial)_object).DistanceTo2D(position);
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}
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public float DistanceTo2D(ISpatial spatialObject)
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{
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return ((ISpatial)_object).DistanceTo2D(spatialObject);
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}
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public float TravelDistanceTo(Vector3 position)
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{
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return ((ISpatial)_object).TravelDistanceTo(position);
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}
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public float TravelDistanceTo(ISpatial spatialObject)
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{
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return ((ISpatial)_object).TravelDistanceTo(spatialObject);
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}
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}
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}
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