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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Updated TracePlayerView distance value to reference BarrierPlacementDistance from Settings class.
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parent
3ebe712148
commit
70ef7a6596
1 changed files with 5 additions and 9 deletions
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@ -48,16 +48,12 @@ namespace SceneManager
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public static void CreateShadowBarrier(UIMenu barrierMenu)
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{
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if (Settings.EnableHints)
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{
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Hints.Display($"~o~Scene Manager\n~y~[Hint]~y~ ~w~The shadow cone will disappear if you aim too far away.");
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}
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Hints.Display($"~o~Scene Manager\n~y~[Hint]~y~ ~w~The shadow cone will disappear if you aim too far away.");
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//Game.LogTrivial("Creating shadow barrier");
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if (shadowBarrier)
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shadowBarrier.Delete();
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shadowBarrier = new Rage.Object(Settings.barrierValues[barrierList.Index], TracePlayerView(15, TraceFlags.IntersectWorld).HitPosition, rotateBarrier.Value);
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shadowBarrier = new Rage.Object(Settings.barrierValues[barrierList.Index], TracePlayerView(Settings.BarrierPlacementDistance, TraceFlags.IntersectWorld).HitPosition, rotateBarrier.Value);
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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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@ -90,16 +86,16 @@ namespace SceneManager
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private static void UpdateShadowBarrierPosition()
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{
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DisableBarrierMenuOptionsIfShadowConeTooFar();
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shadowBarrier.SetPositionWithSnap(TracePlayerView(SettingsMenu.barrierPlacementDistance.Value, TraceFlags.IntersectWorld).HitPosition);
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shadowBarrier.SetPositionWithSnap(TracePlayerView(Settings.BarrierPlacementDistance, TraceFlags.IntersectWorld).HitPosition);
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void DisableBarrierMenuOptionsIfShadowConeTooFar()
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{
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if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > SettingsMenu.barrierPlacementDistance.Value)
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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) <= SettingsMenu.barrierPlacementDistance.Value && barrierList.SelectedItem == "Flare")
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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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