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Fixed remove all barriers sometimes spawning barriers. Fixed replace barriers sometimes duplicating barriers.

This commit is contained in:
Rich Dunne 2021-05-23 08:29:45 -06:00
parent 20f6cf0df5
commit 58dd8afa22

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@ -215,10 +215,9 @@ namespace SceneManager.Managers
case 2:
foreach (Barrier barrier in Barriers)
{
path = PathManager.Paths.FirstOrDefault(x => x != null && x.Barriers.Contains(barrier));
if (path != null)
if(barrier.Path != null)
{
path.Barriers.Remove(barrier);
barrier.Path.Barriers.Remove(barrier);
}
barrier.Delete();
@ -237,22 +236,19 @@ namespace SceneManager.Managers
internal static void ResetBarriers()
{
GameFiber.StartNew(() =>
{
//GameFiber.StartNew(() =>
//{
var currentBarriers = Barriers.Where(b => b.ModelName != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash
foreach (Barrier barrier in currentBarriers)
{
var newBarrier = new Barrier(barrier, barrier.Invincible, barrier.Immobile, barrier.TextureVariation, barrier.LightsEnabled);
Barriers.Add(newBarrier);
if (barrier.IsValid())
{
barrier.Delete();
}
//barrier.Delete();
Barriers.Remove(barrier);
}
currentBarriers.Clear();
}, "Barrier Reset Fiber");
//}, "Barrier Reset Fiber");
}