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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Added comment explaining why shadow barrier doesn't spawn sometimes.
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1 changed files with 4 additions and 2 deletions
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@ -77,7 +77,10 @@ namespace SceneManager
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var barrierKey = Settings.barriers.Where(x => x.Key == barrierList.SelectedItem).FirstOrDefault().Key;
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var barrierKey = Settings.barriers.Where(x => x.Key == barrierList.SelectedItem).FirstOrDefault().Key;
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var barrierValue = Settings.barriers[barrierKey].Name;
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var barrierValue = Settings.barriers[barrierKey].Name;
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shadowBarrier = new Object(barrierValue, MousePositionInWorld.GetPosition, rotateBarrier.Value); // Settings.barrierValues[barrierList.Index]
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shadowBarrier = new Object(barrierValue, MousePositionInWorld.GetPosition, rotateBarrier.Value);
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// There arent enough available object handles in certain areas
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// The object gets spawned(sometimes) but doesn't get assigned a handle, so it returns a handle of 0 - Parks
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if (!shadowBarrier)
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if (!shadowBarrier)
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{
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{
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barrierMenu.Close();
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barrierMenu.Close();
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@ -90,7 +93,6 @@ namespace SceneManager
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shadowBarrier.IsCollisionEnabled = false;
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shadowBarrier.IsCollisionEnabled = false;
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shadowBarrier.Opacity = 0.7f;
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shadowBarrier.Opacity = 0.7f;
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// Start with lights off for Parks's objects
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if (Settings.EnableAdvancedBarricadeOptions)
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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{
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(shadowBarrier, barrierTexture.Value);
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(shadowBarrier, barrierTexture.Value);
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