mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-12 08:00:30 +01:00
Refactored to implement RNUIMouseInputHandler class.
This commit is contained in:
parent
f0af9b6207
commit
467ca54c39
7 changed files with 431 additions and 1031 deletions
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@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Windows.Forms;
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using Rage;
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using RAGENativeUI;
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using RAGENativeUI.Elements;
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@ -10,13 +9,18 @@ namespace SceneManager
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{
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class BarrierMenu
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{
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private static List<TrafficLight> trafficLightList = new List<TrafficLight>() { TrafficLight.Green, TrafficLight.Red, TrafficLight.Yellow, TrafficLight.None };
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internal static UIMenu barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management");
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internal static List<Barrier> barriers = new List<Barrier>();
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private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.barrierKeys);
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private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
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private static UIMenuCheckboxItem invincible = new UIMenuCheckboxItem("Indestructible", false);
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private static UIMenuNumericScrollerItem<int> barrierTexture = new UIMenuNumericScrollerItem<int>("Change Texture", "", 0, 15, 1);
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private static UIMenuCheckboxItem setBarrierLights = new UIMenuCheckboxItem("Enable Barrier Lights", false);
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private static UIMenuListScrollerItem<TrafficLight> setBarrierTrafficLight = new UIMenuListScrollerItem<TrafficLight>("Set Barrier Traffic Light", "", trafficLightList);
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private static UIMenuListScrollerItem<string> removeBarrierOptions = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" });
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private static UIMenuItem resetBarriers = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation");
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internal static Rage.Object shadowBarrier;
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internal static Object shadowBarrier;
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internal static void InstantiateMenu()
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{
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@ -24,89 +28,133 @@ namespace SceneManager
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MenuManager.menuPool.Add(barrierMenu);
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barrierMenu.OnItemSelect += BarrierMenu_OnItemSelected;
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barrierMenu.OnScrollerChange += BarrierMenu_OnScrollerChange;
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barrierMenu.OnMenuOpen += BarrierMenu_OnMouseDown;
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barrierMenu.OnScrollerChange += BarrierMenu_OnScrollerChanged;
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barrierMenu.OnCheckboxChange += BarrierMenu_OnCheckboxChanged;
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barrierMenu.OnMenuOpen += BarrierMenu_OnMenuOpen;
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}
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internal static void BuildBarrierMenu()
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{
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barrierMenu.AddItem(resetBarriers);
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resetBarriers.ForeColor = Color.Gold;
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resetBarriers.Enabled = false;
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barrierMenu.AddItem(barrierList);
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barrierList.ForeColor = Color.Gold;
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barrierMenu.AddItem(removeBarrierOptions, 0);
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barrierMenu.AddItem(rotateBarrier);
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barrierMenu.AddItem(invincible);
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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barrierMenu.AddItem(barrierTexture);
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barrierTexture.Index = 0;
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barrierMenu.AddItem(setBarrierLights);
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barrierMenu.AddItem(setBarrierTrafficLight);
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setBarrierTrafficLight.Index = 3;
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}
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barrierMenu.AddItem(removeBarrierOptions);
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removeBarrierOptions.ForeColor = Color.Gold;
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removeBarrierOptions.Enabled = false;
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barrierMenu.AddItem(rotateBarrier, 0);
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barrierMenu.AddItem(barrierList, 0);
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barrierList.ForeColor = Color.Gold;
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barrierMenu.AddItem(resetBarriers);
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resetBarriers.ForeColor = Color.Gold;
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resetBarriers.Enabled = false;
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}
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internal static void CreateShadowBarrier(UIMenu barrierMenu)
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internal static void CreateShadowBarrier()
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{
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow cone will disappear if you aim too far away.");
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if (shadowBarrier)
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{
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shadowBarrier.Delete();
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}
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shadowBarrier = new Object(Settings.barrierValues[barrierList.Index], GetMousePositionInWorld(), rotateBarrier.Value);
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shadowBarrier = new Object(Settings.barrierValues[barrierList.Index], MousePositionInWorld.GetPosition, rotateBarrier.Value);
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if (!shadowBarrier)
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{
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barrierMenu.Close();
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Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~Something went wrong creating the shadow barrier. Please try again.");
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return;
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}
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
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shadowBarrier.IsGravityDisabled = true;
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shadowBarrier.IsCollisionEnabled = false;
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shadowBarrier.Opacity = 0.7f;
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GameFiber ShadowConeLoopFiber = new GameFiber(() => LoopToDisplayShadowBarrier());
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ShadowConeLoopFiber.Start();
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void LoopToDisplayShadowBarrier()
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// Start with lights off for Parks's objects
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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while (barrierMenu.Visible && shadowBarrier)
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(shadowBarrier, barrierTexture.Value);
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SetBarrierLights();
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}
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}
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private static void LoopToDisplayShadowBarrier()
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{
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while (barrierMenu.Visible)
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{
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if (barrierList.Selected || rotateBarrier.Selected || invincible.Selected || barrierTexture.Selected || setBarrierLights.Selected || setBarrierTrafficLight.Selected)
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{
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if (barrierList.Selected || rotateBarrier.Selected)
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if (shadowBarrier)
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{
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shadowBarrier.IsVisible = true;
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UpdateShadowBarrierPosition();
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}
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else if(MousePositionInWorld.GetPositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
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{
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CreateShadowBarrier();
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}
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}
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else
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{
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if (shadowBarrier)
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{
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shadowBarrier.Delete();
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}
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}
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GameFiber.Yield();
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}
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if (shadowBarrier)
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{
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shadowBarrier.Delete();
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}
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void UpdateShadowBarrierPosition()
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{
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DisableBarrierMenuOptionsIfShadowConeTooFar();
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if (shadowBarrier)
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{
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shadowBarrier.Delete();
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CreateShadowBarrier();
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//shadowBarrier.Heading = rotateBarrier.Value;
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//shadowBarrier.Position = MousePositionInWorld.GetPositionForBarrier;
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//Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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}
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void DisableBarrierMenuOptionsIfShadowConeTooFar()
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{
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if (!shadowBarrier && MousePositionInWorld.GetPositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
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{
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CreateShadowBarrier();
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}
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else if (shadowBarrier && shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > Settings.BarrierPlacementDistance)
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{
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barrierList.Enabled = false;
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rotateBarrier.Enabled = false;
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shadowBarrier.Delete();
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}
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else if (shadowBarrier && shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance && barrierList.SelectedItem == "Flare")
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{
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barrierList.Enabled = true;
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rotateBarrier.Enabled = false;
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}
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else
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{
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shadowBarrier.IsVisible = false;
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}
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GameFiber.Yield();
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}
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if (shadowBarrier)
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shadowBarrier.Delete();
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void UpdateShadowBarrierPosition()
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{
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DisableBarrierMenuOptionsIfShadowConeTooFar();
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shadowBarrier.SetPositionWithSnap(GetMousePositionInWorld());
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void DisableBarrierMenuOptionsIfShadowConeTooFar()
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{
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if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > Settings.BarrierPlacementDistance)
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{
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barrierList.Enabled = false;
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rotateBarrier.Enabled = false;
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}
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else if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance && barrierList.SelectedItem == "Flare")
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{
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barrierList.Enabled = true;
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rotateBarrier.Enabled = false;
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}
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else
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{
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barrierList.Enabled = true;
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rotateBarrier.Enabled = true;
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}
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barrierList.Enabled = true;
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rotateBarrier.Enabled = true;
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}
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}
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}
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@ -114,39 +162,79 @@ namespace SceneManager
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private static void SpawnBarrier()
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{
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var barrier = new Rage.Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
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barrier.SetPositionWithSnap(shadowBarrier.Position);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
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barrier.IsPositionFrozen = false;
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
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barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading));
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removeBarrierOptions.Enabled = true;
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resetBarriers.Enabled = true;
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}
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private static void SpawnFlare()
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{
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var flare = new Weapon("weapon_flare", shadowBarrier.Position, 1);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
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GameFiber.StartNew(() =>
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if(barrierList.SelectedItem == "Flare")
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{
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while (flare && flare.HeightAboveGround > 0.05f)
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SpawnFlare();
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}
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else
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{
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var barrier = new Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
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barrier.SetPositionWithSnap(shadowBarrier.Position);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
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barrier.IsPositionFrozen = false;
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if (invincible.Checked)
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{
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GameFiber.Yield();
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
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if(barrier.Model.Name != "prop_barrier_wat_03a")
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(barrier, true);
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}
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}
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GameFiber.Sleep(1000);
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if (flare)
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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flare.IsPositionFrozen = true;
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}
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});
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(barrier, barrierTexture.Value);
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if (setBarrierLights.Checked)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, 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(barrier, true);
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}
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barriers.Add(new Barrier(flare, flare.Position, flare.Heading));
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removeBarrierOptions.Enabled = true;
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(barrier, setBarrierTrafficLight.Index);
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barrier.IsPositionFrozen = true;
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GameFiber.Sleep(50);
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if (barrier)
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{
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barrier.IsPositionFrozen = false;
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}
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}
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barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading));
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removeBarrierOptions.Enabled = true;
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resetBarriers.Enabled = true;
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}
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void SpawnFlare()
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{
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var flare = new Weapon("weapon_flare", shadowBarrier.Position, 1);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
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GameFiber.Sleep(1);
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GameFiber.StartNew(() =>
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{
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while (flare && flare.HeightAboveGround > 0.05f)
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{
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GameFiber.Yield();
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}
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GameFiber.Sleep(1000);
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if (flare)
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{
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flare.IsPositionFrozen = true;
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}
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});
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barriers.Add(new Barrier(flare, flare.Position, flare.Heading));
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removeBarrierOptions.Enabled = true;
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}
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}
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internal static void RotateBarrier()
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{
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shadowBarrier.Heading = rotateBarrier.Value;
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shadowBarrier.Position = MousePositionInWorld.GetPositionForBarrier;
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
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}
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private static void RemoveBarrier()
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{
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switch (removeBarrierOptions.Index)
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@ -189,6 +277,13 @@ namespace SceneManager
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(newBarrier, true);
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newBarrier.IsPositionFrozen = false;
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(newBarrier, setBarrierTrafficLight.Index);
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newBarrier.IsPositionFrozen = true;
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GameFiber.Sleep(50);
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if (newBarrier)
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{
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newBarrier.IsPositionFrozen = false;
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}
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barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading));
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@ -201,11 +296,37 @@ namespace SceneManager
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currentBarriers.Clear();
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}
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private static void BarrierMenu_OnScrollerChange(UIMenu sender, UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex)
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private static void SetBarrierLights()
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{
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if (setBarrierLights.Checked)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(shadowBarrier, 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(shadowBarrier, true);
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}
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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}
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private static void BarrierMenu_OnCheckboxChanged(UIMenu sender, UIMenuCheckboxItem checkbox, bool @checked)
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{
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if(checkbox == setBarrierLights)
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{
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SetBarrierLights();
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}
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}
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private static void BarrierMenu_OnScrollerChanged(UIMenu sender, UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex)
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{
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if (scrollerItem == barrierList)
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{
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CreateShadowBarrier(barrierMenu);
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if (shadowBarrier)
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{
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shadowBarrier.Delete();
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}
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barrierTexture.Index = 0;
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if(barrierList.SelectedItem == "Flare")
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{
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@ -219,9 +340,19 @@ namespace SceneManager
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barrierMenu.Width = SetMenuWidth();
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}
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if (scrollerItem == barrierTexture)
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{
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(shadowBarrier, barrierTexture.Value);
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}
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if (scrollerItem == setBarrierTrafficLight)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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}
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if (scrollerItem == rotateBarrier)
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{
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shadowBarrier.Heading = rotateBarrier.Value;
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RotateBarrier();
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}
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}
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@ -229,17 +360,7 @@ namespace SceneManager
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{
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if (selectedItem == barrierList)
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{
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// Attach some invisible object to the cone which the AI try to drive around
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// Barrier rotates with cone and becomes invisible similar to ASC when created
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if(barrierList.SelectedItem == "Flare")
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{
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SpawnFlare();
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}
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else
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{
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SpawnBarrier();
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}
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SpawnBarrier();
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}
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if (selectedItem == removeBarrierOptions)
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@ -253,166 +374,27 @@ namespace SceneManager
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}
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}
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private static void BarrierMenu_OnMouseDown(UIMenu menu)
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private static void BarrierMenu_OnMenuOpen(UIMenu menu)
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{
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GameFiber.StartNew(() =>
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var scrollerItems = new List<UIMenuScrollerItem> { barrierList, barrierTexture, setBarrierTrafficLight, rotateBarrier, removeBarrierOptions };
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var checkboxItems = new Dictionary<UIMenuCheckboxItem, RNUIMouseInputHandler.Function>() { { invincible, null }, {setBarrierLights, SetBarrierLights} };
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var selectItems = new Dictionary<UIMenuItem, RNUIMouseInputHandler.Function>()
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{
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while (menu.Visible)
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{
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var selectedScroller = menu.MenuItems.Where(x => (x == barrierList || x == rotateBarrier || x == removeBarrierOptions) && x.Selected).FirstOrDefault();
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if (selectedScroller != null)
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{
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HandleScrollerItemsWithMouseWheel(selectedScroller);
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}
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{ barrierList, SpawnBarrier },
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{ removeBarrierOptions, RemoveBarrier },
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{ resetBarriers, ResetBarriers },
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};
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// Add waypoint if menu item is selected and user left clicks
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if (Game.IsKeyDown(Keys.LButton))
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{
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OnMenuItemClicked();
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}
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GameFiber.Yield();
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}
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});
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away.");
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CreateShadowBarrier();
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void OnMenuItemClicked()
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{
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if (barrierList.Selected)
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||||
{
|
||||
if (barrierList.SelectedItem == "Flare")
|
||||
{
|
||||
SpawnFlare();
|
||||
}
|
||||
else
|
||||
{
|
||||
SpawnBarrier();
|
||||
}
|
||||
}
|
||||
else if (removeBarrierOptions.Selected)
|
||||
{
|
||||
RemoveBarrier();
|
||||
}
|
||||
else if (resetBarriers.Selected)
|
||||
{
|
||||
ResetBarriers();
|
||||
}
|
||||
}
|
||||
GameFiber ShadowConeLoopFiber = new GameFiber(() => LoopToDisplayShadowBarrier());
|
||||
ShadowConeLoopFiber.Start();
|
||||
|
||||
void HandleScrollerItemsWithMouseWheel(UIMenuItem selectedScroller)
|
||||
{
|
||||
var menuScrollingDisabled = false;
|
||||
var menuItems = menu.MenuItems.Where(x => x != selectedScroller);
|
||||
while (Game.IsShiftKeyDownRightNow)
|
||||
{
|
||||
menu.ResetKey(Common.MenuControls.Up);
|
||||
menu.ResetKey(Common.MenuControls.Down);
|
||||
menuScrollingDisabled = true;
|
||||
ScrollMenuItem();
|
||||
GameFiber.Yield();
|
||||
}
|
||||
|
||||
if (menuScrollingDisabled)
|
||||
{
|
||||
menuScrollingDisabled = false;
|
||||
menu.SetKey(Common.MenuControls.Up, GameControl.CursorScrollUp);
|
||||
menu.SetKey(Common.MenuControls.Up, GameControl.CellphoneUp);
|
||||
menu.SetKey(Common.MenuControls.Down, GameControl.CursorScrollDown);
|
||||
menu.SetKey(Common.MenuControls.Down, GameControl.CellphoneDown);
|
||||
}
|
||||
|
||||
void ScrollMenuItem()
|
||||
{
|
||||
if (Game.GetMouseWheelDelta() > 0)
|
||||
{
|
||||
if (selectedScroller == barrierList)
|
||||
{
|
||||
barrierList.ScrollToNextOption();
|
||||
CreateShadowBarrier(barrierMenu);
|
||||
|
||||
if (barrierList.SelectedItem == "Flare")
|
||||
{
|
||||
rotateBarrier.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
rotateBarrier.Enabled = true;
|
||||
}
|
||||
|
||||
barrierMenu.Width = SetMenuWidth();
|
||||
}
|
||||
else if (selectedScroller == rotateBarrier)
|
||||
{
|
||||
rotateBarrier.ScrollToNextOption();
|
||||
shadowBarrier.Heading = rotateBarrier.Value;
|
||||
}
|
||||
else if (selectedScroller == removeBarrierOptions)
|
||||
{
|
||||
removeBarrierOptions.ScrollToNextOption();
|
||||
}
|
||||
}
|
||||
else if (Game.GetMouseWheelDelta() < 0)
|
||||
{
|
||||
if (selectedScroller == barrierList)
|
||||
{
|
||||
barrierList.ScrollToPreviousOption();
|
||||
CreateShadowBarrier(barrierMenu);
|
||||
|
||||
if (barrierList.SelectedItem == "Flare")
|
||||
{
|
||||
rotateBarrier.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
rotateBarrier.Enabled = true;
|
||||
}
|
||||
|
||||
barrierMenu.Width = SetMenuWidth();
|
||||
}
|
||||
else if (selectedScroller == rotateBarrier)
|
||||
{
|
||||
rotateBarrier.ScrollToPreviousOption();
|
||||
shadowBarrier.Heading = rotateBarrier.Value;
|
||||
}
|
||||
else if(selectedScroller == removeBarrierOptions)
|
||||
{
|
||||
removeBarrierOptions.ScrollToPreviousOption();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
RNUIMouseInputHandler.Initialize(menu, scrollerItems, checkboxItems, selectItems);
|
||||
}
|
||||
|
||||
private static Vector3 GetMousePositionInWorld()
|
||||
{
|
||||
HitResult TracePlayerView(float maxTraceDistance = 30f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView2(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
|
||||
|
||||
HitResult TracePlayerView2(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags)
|
||||
{
|
||||
Vector3 direction = GetPlayerLookingDirection(out start);
|
||||
end = start + (maxTraceDistance * direction);
|
||||
return World.TraceLine(start, end, flags);
|
||||
}
|
||||
|
||||
Vector3 GetPlayerLookingDirection(out Vector3 camPosition)
|
||||
{
|
||||
if (Camera.RenderingCamera)
|
||||
{
|
||||
camPosition = Camera.RenderingCamera.Position;
|
||||
return Camera.RenderingCamera.Direction;
|
||||
}
|
||||
else
|
||||
{
|
||||
float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH<float>();
|
||||
float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING<float>();
|
||||
|
||||
camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD<Vector3>();
|
||||
return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized();
|
||||
}
|
||||
}
|
||||
|
||||
return TracePlayerView(Settings.BarrierPlacementDistance, TraceFlags.IntersectWorld).HitPosition;
|
||||
}
|
||||
|
||||
private static float SetMenuWidth()
|
||||
internal static float SetMenuWidth()
|
||||
{
|
||||
float defaultWidth = UIMenu.DefaultWidth;
|
||||
float width = barrierMenu.Width;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue