mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Added "immobile" menu option. Removed traffic light menu option. Refactored "Rest Barriers" code into a new gamefiber.
This commit is contained in:
parent
8b6dec31b5
commit
8a40b41077
1 changed files with 95 additions and 68 deletions
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@ -4,6 +4,8 @@ using System.Linq;
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using Rage;
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using RAGENativeUI;
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using RAGENativeUI.Elements;
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using SceneManager.Objects;
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using SceneManager.Utils;
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namespace SceneManager
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{
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@ -12,11 +14,13 @@ namespace SceneManager
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private static List<TrafficLight> trafficLightList = new List<TrafficLight>() { TrafficLight.Green, TrafficLight.Red, TrafficLight.Yellow, TrafficLight.None };
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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 UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.barriers.Keys); // Settings.barrierKeys
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private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
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// ADD CHECKBOX FOR BARRIER TO STOP TRAFFIC? ADD 3D MARKER TO SHOW WHERE TRAFFIC WILL STOP. ONLY NEED ONE CONE TO DO IT PER LANE
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private static UIMenuCheckboxItem invincible = new UIMenuCheckboxItem("Indestructible", false);
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private static UIMenuCheckboxItem immobile = new UIMenuCheckboxItem("Immobile", false);
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private static UIMenuNumericScrollerItem<int> barrierTexture = new UIMenuNumericScrollerItem<int>("Change Texture", "", 0, 15, 1);
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private static UIMenuCheckboxItem setBarrierLights = new UIMenuCheckboxItem("Enable Barrier Lights", false);
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private static UIMenuCheckboxItem setBarrierLights = new UIMenuCheckboxItem("Enable Barrier Lights", Settings.EnableBarrierLightsDefaultOn);
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private static UIMenuListScrollerItem<TrafficLight> setBarrierTrafficLight = new UIMenuListScrollerItem<TrafficLight>("Set Barrier Traffic Light", "", trafficLightList);
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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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@ -42,6 +46,8 @@ namespace SceneManager
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barrierMenu.AddItem(invincible);
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barrierMenu.AddItem(immobile);
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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barrierMenu.AddItem(barrierTexture);
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@ -49,8 +55,8 @@ namespace SceneManager
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barrierMenu.AddItem(setBarrierLights);
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barrierMenu.AddItem(setBarrierTrafficLight);
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setBarrierTrafficLight.Index = 3;
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//barrierMenu.AddItem(setBarrierTrafficLight);
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//setBarrierTrafficLight.Index = 3;
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}
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barrierMenu.AddItem(removeBarrierOptions);
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@ -69,14 +75,16 @@ namespace SceneManager
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shadowBarrier.Delete();
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}
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shadowBarrier = new Object(Settings.barrierValues[barrierList.Index], MousePositionInWorld.GetPosition, rotateBarrier.Value);
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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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shadowBarrier = new Object(barrierValue, MousePositionInWorld.GetPosition, rotateBarrier.Value); // Settings.barrierValues[barrierList.Index]
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if (!shadowBarrier)
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{
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barrierMenu.Close();
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Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~Something went wrong creating the shadow barrier. Please try again.");
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return;
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}
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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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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@ -94,7 +102,7 @@ namespace SceneManager
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{
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while (barrierMenu.Visible)
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{
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if (barrierList.Selected || rotateBarrier.Selected || invincible.Selected || barrierTexture.Selected || setBarrierLights.Selected || setBarrierTrafficLight.Selected)
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if (barrierList.Selected || rotateBarrier.Selected || invincible.Selected || immobile.Selected || barrierTexture.Selected || setBarrierLights.Selected || setBarrierTrafficLight.Selected)
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{
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if (shadowBarrier)
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{
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@ -131,7 +139,7 @@ namespace SceneManager
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shadowBarrier.Heading = rotateBarrier.Value;
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shadowBarrier.Position = MousePositionInWorld.GetPositionForBarrier;
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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}
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void DisableBarrierMenuOptionsIfShadowConeTooFar()
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@ -163,48 +171,64 @@ namespace SceneManager
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private static void SpawnBarrier()
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{
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if(barrierList.SelectedItem == "Flare")
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GameFiber.StartNew(() =>
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{
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SpawnFlare();
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}
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else
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{
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var barrier = new 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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if (invincible.Checked)
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if (barrierList.SelectedItem == "Flare")
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
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if(barrier.Model.Name != "prop_barrier_wat_03a")
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(barrier, true);
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}
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SpawnFlare();
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}
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if (Settings.EnableAdvancedBarricadeOptions)
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else
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{
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(barrier, barrierTexture.Value);
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if (setBarrierLights.Checked)
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var barrier = new 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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if (invincible.Checked)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, false);
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
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if (barrier.Model.Name != "prop_barrier_wat_03a")
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(barrier, true);
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}
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}
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if (immobile.Checked)
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{
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barrier.IsPositionFrozen = true;
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}
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else
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, true);
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}
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(barrier, setBarrierTrafficLight.Index);
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barrier.IsPositionFrozen = true;
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GameFiber.Sleep(50);
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if (barrier)
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{
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barrier.IsPositionFrozen = false;
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}
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(barrier, barrierTexture.Value);
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if (setBarrierLights.Checked)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, false);
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}
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else
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, true);
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}
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(barrier, setBarrierTrafficLight.Index);
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barrier.IsPositionFrozen = true;
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GameFiber.Sleep(50);
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if (barrier && !immobile.Checked)
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{
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barrier.IsPositionFrozen = false;
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}
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}
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barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading, invincible.Checked, immobile.Checked));
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//if (barriers.First().Object == barrier)
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//{
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// barriers.First().GoAround();
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//}
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removeBarrierOptions.Enabled = true;
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resetBarriers.Enabled = true;
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}
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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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}, "Scene Manager Spawn Barrier Fiber");
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void SpawnFlare()
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{
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@ -224,7 +248,7 @@ namespace SceneManager
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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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barriers.Add(new Barrier(flare, flare.Position, flare.Heading, invincible.Checked, immobile.Checked));
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removeBarrierOptions.Enabled = true;
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}
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}
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@ -270,31 +294,41 @@ namespace SceneManager
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private static void ResetBarriers()
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{
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var currentBarriers = barriers.Where(b => b.Model.Name != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash
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foreach (Barrier barrier in currentBarriers)
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GameFiber.StartNew(() =>
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{
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var newBarrier = new Rage.Object(barrier.Model, barrier.Position, barrier.Rotation);
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newBarrier.SetPositionWithSnap(barrier.Position);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(newBarrier, true);
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newBarrier.IsPositionFrozen = false;
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(newBarrier, setBarrierTrafficLight.Index);
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newBarrier.IsPositionFrozen = true;
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GameFiber.Sleep(50);
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if (newBarrier)
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var currentBarriers = barriers.Where(b => b.Model.Name != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash
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foreach (Barrier barrier in currentBarriers)
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{
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newBarrier.IsPositionFrozen = false;
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}
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barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading));
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var newBarrier = new Object(barrier.Model, barrier.Position, barrier.Rotation);
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newBarrier.SetPositionWithSnap(barrier.Position);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(newBarrier, true);
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newBarrier.IsPositionFrozen = barrier.Immobile;
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if (barrier.Invincible)
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true);
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if (newBarrier.Model.Name != "prop_barrier_wat_03a")
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(newBarrier, true);
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}
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}
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(newBarrier, setBarrierTrafficLight.Index);
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newBarrier.IsPositionFrozen = true;
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GameFiber.Sleep(50);
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if (newBarrier && !barrier.Immobile)
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{
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newBarrier.IsPositionFrozen = false;
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}
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barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading, barrier.Invincible, barrier.Immobile));
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if (barrier.Object)
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{
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barrier.Object.Delete();
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if (barrier.Object)
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{
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barrier.Object.Delete();
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}
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barriers.Remove(barrier);
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}
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barriers.Remove(barrier);
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}
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currentBarriers.Clear();
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currentBarriers.Clear();
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});
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}
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private static void SetBarrierLights()
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@ -308,7 +342,7 @@ namespace SceneManager
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(shadowBarrier, true);
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}
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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}
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private static void BarrierMenu_OnCheckboxChanged(UIMenu sender, UIMenuCheckboxItem checkbox, bool @checked)
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@ -378,13 +412,6 @@ namespace SceneManager
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private static void BarrierMenu_OnMenuOpen(UIMenu menu)
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{
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var scrollerItems = new List<UIMenuScrollerItem> { barrierList, barrierTexture, setBarrierTrafficLight, rotateBarrier, removeBarrierOptions };
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var checkboxItems = new Dictionary<UIMenuCheckboxItem, RNUIMouseInputHandler.Function>() { { invincible, null }, {setBarrierLights, SetBarrierLights} };
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var selectItems = new Dictionary<UIMenuItem, RNUIMouseInputHandler.Function>()
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{
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{ barrierList, SpawnBarrier },
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{ removeBarrierOptions, RemoveBarrier },
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{ resetBarriers, ResetBarriers },
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};
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away.");
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CreateShadowBarrier();
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