diff --git a/SceneManager/Menus/BarrierMenu.cs b/SceneManager/Menus/BarrierMenu.cs index 1d2d565..d3a2609 100644 --- a/SceneManager/Menus/BarrierMenu.cs +++ b/SceneManager/Menus/BarrierMenu.cs @@ -48,16 +48,12 @@ namespace SceneManager public static void CreateShadowBarrier(UIMenu barrierMenu) { - if (Settings.EnableHints) - { - Hints.Display($"~o~Scene Manager\n~y~[Hint]~y~ ~w~The shadow cone will disappear if you aim too far away."); - } + Hints.Display($"~o~Scene Manager\n~y~[Hint]~y~ ~w~The shadow cone will disappear if you aim too far away."); - //Game.LogTrivial("Creating shadow barrier"); if (shadowBarrier) shadowBarrier.Delete(); - shadowBarrier = new Rage.Object(Settings.barrierValues[barrierList.Index], TracePlayerView(15, TraceFlags.IntersectWorld).HitPosition, rotateBarrier.Value); + shadowBarrier = new Rage.Object(Settings.barrierValues[barrierList.Index], TracePlayerView(Settings.BarrierPlacementDistance, TraceFlags.IntersectWorld).HitPosition, rotateBarrier.Value); Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier); shadowBarrier.IsGravityDisabled = true; shadowBarrier.IsCollisionEnabled = false; @@ -90,16 +86,16 @@ namespace SceneManager private static void UpdateShadowBarrierPosition() { DisableBarrierMenuOptionsIfShadowConeTooFar(); - shadowBarrier.SetPositionWithSnap(TracePlayerView(SettingsMenu.barrierPlacementDistance.Value, TraceFlags.IntersectWorld).HitPosition); + shadowBarrier.SetPositionWithSnap(TracePlayerView(Settings.BarrierPlacementDistance, TraceFlags.IntersectWorld).HitPosition); void DisableBarrierMenuOptionsIfShadowConeTooFar() { - if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > SettingsMenu.barrierPlacementDistance.Value) + if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > Settings.BarrierPlacementDistance) { barrierList.Enabled = false; rotateBarrier.Enabled = false; } - else if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= SettingsMenu.barrierPlacementDistance.Value && barrierList.SelectedItem == "Flare") + else if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance && barrierList.SelectedItem == "Flare") { barrierList.Enabled = true; rotateBarrier.Enabled = false;