From 80d53bfbd24031562b07ec165186d39ece45e32f Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Sat, 19 Dec 2020 11:27:45 -0700 Subject: [PATCH] Added comment explaining why shadow barrier doesn't spawn sometimes. --- SceneManager/Menus/BarrierMenu.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/SceneManager/Menus/BarrierMenu.cs b/SceneManager/Menus/BarrierMenu.cs index 1cc1539..ef87b67 100644 --- a/SceneManager/Menus/BarrierMenu.cs +++ b/SceneManager/Menus/BarrierMenu.cs @@ -77,7 +77,10 @@ namespace SceneManager var barrierKey = Settings.barriers.Where(x => x.Key == barrierList.SelectedItem).FirstOrDefault().Key; var barrierValue = Settings.barriers[barrierKey].Name; - shadowBarrier = new Object(barrierValue, MousePositionInWorld.GetPosition, rotateBarrier.Value); // Settings.barrierValues[barrierList.Index] + shadowBarrier = new Object(barrierValue, MousePositionInWorld.GetPosition, rotateBarrier.Value); + + // There arent enough available object handles in certain areas + // The object gets spawned(sometimes) but doesn't get assigned a handle, so it returns a handle of 0 - Parks if (!shadowBarrier) { barrierMenu.Close(); @@ -90,7 +93,6 @@ namespace SceneManager shadowBarrier.IsCollisionEnabled = false; shadowBarrier.Opacity = 0.7f; - // Start with lights off for Parks's objects if (Settings.EnableAdvancedBarricadeOptions) { Rage.Native.NativeFunction.Natives.x971DA0055324D033(shadowBarrier, barrierTexture.Value);