mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Refactored some private functions to local functions, updated public functions to internal.
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parent
730e85fe3c
commit
89771ab3df
1 changed files with 129 additions and 134 deletions
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@ -10,22 +10,21 @@ namespace SceneManager
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{
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class BarrierMenu
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{
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public static UIMenu barrierMenu { get; private set; }
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public static List<Barrier> barriers = new List<Barrier>();
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private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Select Barrier", "", Settings.barrierKeys);
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internal static UIMenu barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management");
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internal static List<Barrier> barriers = new List<Barrier>();
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private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.barrierKeys);
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private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
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private static UIMenuListScrollerItem<string> removeBarrierOptions = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" });
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private static UIMenuItem resetBarriers = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation");
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public static Rage.Object shadowBarrier;
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internal static Rage.Object shadowBarrier;
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internal static void InstantiateMenu()
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{
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barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management");
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barrierMenu.ParentMenu = MainMenu.mainMenu;
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MenuManager.menuPool.Add(barrierMenu);
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}
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public static void BuildBarrierMenu()
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internal static void BuildBarrierMenu()
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{
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barrierMenu.AddItem(resetBarriers);
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resetBarriers.ForeColor = Color.Gold;
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@ -40,13 +39,11 @@ namespace SceneManager
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barrierMenu.AddItem(barrierList, 0);
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barrierList.ForeColor = Color.Gold;
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barrierMenu.RefreshIndex();
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barrierMenu.OnItemSelect += BarrierMenu_OnItemSelected;
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barrierMenu.OnScrollerChange += BarrierMenu_OnScrollerChange;
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}
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public static void CreateShadowBarrier(UIMenu barrierMenu)
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internal static void CreateShadowBarrier(UIMenu barrierMenu)
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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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@ -59,53 +56,84 @@ namespace SceneManager
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shadowBarrier.IsCollisionEnabled = false;
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shadowBarrier.Opacity = 0.7f;
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GameFiber ShadowConeLoopFiber = new GameFiber(() => LoopToDisplayShadowBarrier(barrierMenu));
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GameFiber ShadowConeLoopFiber = new GameFiber(() => LoopToDisplayShadowBarrier());
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ShadowConeLoopFiber.Start();
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}
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private static void LoopToDisplayShadowBarrier(UIMenu barrierMenu)
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{
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while (barrierMenu.Visible && shadowBarrier)
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void LoopToDisplayShadowBarrier()
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{
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if (barrierList.Selected || rotateBarrier.Selected)
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while (barrierMenu.Visible && shadowBarrier)
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{
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shadowBarrier.IsVisible = true;
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UpdateShadowBarrierPosition();
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if (barrierList.Selected || rotateBarrier.Selected)
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{
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shadowBarrier.IsVisible = true;
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UpdateShadowBarrierPosition();
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}
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else
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{
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shadowBarrier.IsVisible = false;
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}
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GameFiber.Yield();
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}
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if (shadowBarrier)
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shadowBarrier.Delete();
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void UpdateShadowBarrierPosition()
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{
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DisableBarrierMenuOptionsIfShadowConeTooFar();
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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) > 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) <= 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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}
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else
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{
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barrierList.Enabled = true;
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rotateBarrier.Enabled = true;
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}
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}
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}
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}
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//------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\
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// Implement Parks's 'Get Point Player is Looking At' script for better placement in 3rd person https://bitbucket.org/snippets/gtaparks/MeBKxX
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HitResult TracePlayerView(float maxTraceDistance = 30f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView2(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
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HitResult TracePlayerView2(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags)
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{
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Vector3 direction = GetPlayerLookingDirection(out start);
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end = start + (maxTraceDistance * direction);
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var barrierObjects = barriers.Where(b => b.Object).Select(b => b.Object).ToArray();
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return World.TraceLine(start, end, flags, barrierObjects);
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}
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Vector3 GetPlayerLookingDirection(out Vector3 camPosition)
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{
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if (Camera.RenderingCamera)
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{
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camPosition = Camera.RenderingCamera.Position;
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return Camera.RenderingCamera.Direction;
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}
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else
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{
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shadowBarrier.IsVisible = false;
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}
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GameFiber.Yield();
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}
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float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH<float>();
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float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING<float>();
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if (shadowBarrier)
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shadowBarrier.Delete();
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}
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private static void UpdateShadowBarrierPosition()
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{
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DisableBarrierMenuOptionsIfShadowConeTooFar();
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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) > Settings.BarrierPlacementDistance)
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{
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barrierList.Enabled = false;
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rotateBarrier.Enabled = false;
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camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD<Vector3>();
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return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized();
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}
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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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}
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else
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{
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barrierList.Enabled = true;
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rotateBarrier.Enabled = true;
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}
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}
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}
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//------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\
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}
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private static void BarrierMenu_OnScrollerChange(UIMenu sender, UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex)
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@ -172,103 +200,70 @@ namespace SceneManager
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}
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currentBarriers.Clear();
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}
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}
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private static void SpawnBarrier()
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{
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var barrier = new Rage.Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
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barrier.SetPositionWithSnap(shadowBarrier.Position);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
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barrier.IsPositionFrozen = false;
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
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//Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(barrier, true);
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barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading));
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removeBarrierOptions.Enabled = true;
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resetBarriers.Enabled = true;
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}
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private static void RemoveBarrier()
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{
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switch (removeBarrierOptions.Index)
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void SpawnBarrier()
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{
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case 0:
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barriers[barriers.Count - 1].Object.Delete();
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barriers.RemoveAt(barriers.Count - 1);
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break;
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case 1:
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barriers = barriers.OrderBy(b => b.Object.DistanceTo2D(Game.LocalPlayer.Character)).ToList();
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barriers[0].Object.Delete();
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barriers.RemoveAt(0);
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break;
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case 2:
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foreach (Barrier b in barriers.Where(b => b.Object))
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{
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b.Object.Delete();
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}
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if (barriers.Count > 0)
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{
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barriers.Clear();
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}
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break;
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var barrier = new Rage.Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
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barrier.SetPositionWithSnap(shadowBarrier.Position);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
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barrier.IsPositionFrozen = false;
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
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barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading));
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removeBarrierOptions.Enabled = true;
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resetBarriers.Enabled = true;
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}
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removeBarrierOptions.Enabled = barriers.Count == 0 ? false : true;
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resetBarriers.Enabled = barriers.Count == 0 ? false : true;
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}
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private static void SpawnFlare()
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{
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var flare = new Weapon("weapon_flare", shadowBarrier.Position, 1);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
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GameFiber.StartNew(() =>
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void SpawnFlare()
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{
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while (flare && flare.HeightAboveGround > 0.05f)
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var flare = new Weapon("weapon_flare", shadowBarrier.Position, 1);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
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GameFiber.StartNew(() =>
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{
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GameFiber.Yield();
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}
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GameFiber.Sleep(1000);
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if (flare)
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while (flare && flare.HeightAboveGround > 0.05f)
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{
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GameFiber.Yield();
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}
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GameFiber.Sleep(1000);
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if (flare)
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{
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flare.IsPositionFrozen = true;
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}
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});
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barriers.Add(new Barrier(flare, flare.Position, flare.Heading));
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removeBarrierOptions.Enabled = true;
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}
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void RemoveBarrier()
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{
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switch (removeBarrierOptions.Index)
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{
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flare.IsPositionFrozen = true;
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case 0:
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barriers[barriers.Count - 1].Object.Delete();
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barriers.RemoveAt(barriers.Count - 1);
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break;
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case 1:
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barriers = barriers.OrderBy(b => b.Object.DistanceTo2D(Game.LocalPlayer.Character)).ToList();
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barriers[0].Object.Delete();
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barriers.RemoveAt(0);
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break;
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case 2:
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foreach (Barrier b in barriers.Where(b => b.Object))
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{
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b.Object.Delete();
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}
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if (barriers.Count > 0)
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{
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barriers.Clear();
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}
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break;
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}
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});
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barriers.Add(new Barrier(flare, flare.Position, flare.Heading));
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removeBarrierOptions.Enabled = true;
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}
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//------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\
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// Implement Parks's 'Get Point Player is Looking At' script for better placement in 3rd person https://bitbucket.org/snippets/gtaparks/MeBKxX
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internal static Vector3 GetPlayerLookingDirection(out Vector3 camPosition)
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{
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if (Camera.RenderingCamera)
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{
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camPosition = Camera.RenderingCamera.Position;
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return Camera.RenderingCamera.Direction;
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}
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else
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{
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float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH<float>();
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float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING<float>();
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camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD<Vector3>();
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return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized();
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removeBarrierOptions.Enabled = barriers.Count == 0 ? false : true;
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resetBarriers.Enabled = barriers.Count == 0 ? false : true;
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}
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}
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internal static Vector3 GetPlayerLookingDirection() => GetPlayerLookingDirection(out Vector3 v1);
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internal static HitResult TracePlayerView(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags)
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{
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Vector3 direction = GetPlayerLookingDirection(out start);
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end = start + (maxTraceDistance * direction);
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var barrierObjects = barriers.Where(b => b.Object).Select(b => b.Object).ToArray();
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return World.TraceLine(start, end, flags, barrierObjects);
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}
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internal static HitResult TracePlayerView(float maxTraceDistance = 30f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
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//------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\
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}
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}
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