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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Added Barrier object
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0e79fd8be8
commit
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4 changed files with 70 additions and 84 deletions
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@ -1,26 +1,71 @@
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using Rage;
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using SceneManager.Menus;
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using SceneManager.Utils;
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using System.Xml.Serialization;
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namespace SceneManager.Objects
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{
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[XmlRoot(ElementName = "Barrier", Namespace = "")]
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public class Barrier // Change this and properties to Public for import/export
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public class Barrier : Object // Change this and properties to Public for import/export
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{
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public Object Object { get; }
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public Model @Model{ get; }
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public Vector3 Position { get; }
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public float Rotation { get; }
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public bool Invincible { get; }
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public Vector3 SpawnPosition { get; }
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public float SpawnHeading { get; }
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new public bool Invincible { get; }
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public bool Immobile { get; }
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public bool LightsEnabled { get; }
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public int TextureVariation { get; }
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internal Barrier(Object barrier, Vector3 barrierPosition, float barrierRotation, bool invincible, bool immobile)
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internal Barrier(Object barrier, Vector3 barrierPosition, float barrierRotation, bool invincible, bool immobile, int textureVariation = 0, bool lightsEnabled = false) : base(barrier.Model, barrierPosition, barrierRotation)
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{
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Object = barrier;
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@Model = barrier.Model;
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Position = barrierPosition;
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Rotation = barrierRotation;
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SpawnPosition = barrierPosition;
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SpawnHeading = barrierRotation;
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Invincible = invincible;
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IsInvincible = invincible;
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Immobile = immobile;
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TextureVariation = textureVariation;
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LightsEnabled = lightsEnabled;
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if(BarrierManager.PlaceholderBarrier)
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{
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SetPositionWithSnap(BarrierManager.PlaceholderBarrier.Position);
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}
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(this, true);
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if (Invincible)
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(this, true);
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if (Model.Name != "prop_barrier_wat_03a")
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{
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Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(this, true);
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}
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}
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IsPositionFrozen = Immobile;
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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SetAdvancedOptions();
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}
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}
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private void SetAdvancedOptions()
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{
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(this, TextureVariation);
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if (LightsEnabled)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(this, 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(this, true);
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}
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(barrier, setBarrierTrafficLight.Index);
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IsPositionFrozen = true;
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GameFiber.Sleep(50);
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if (this && !Immobile)
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{
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IsPositionFrozen = false;
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}
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}
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}
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}
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