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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Added Barrier object
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parent
0e79fd8be8
commit
93951b3e28
4 changed files with 70 additions and 84 deletions
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@ -175,9 +175,9 @@ namespace SceneManager.Menus
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internal static void Cleanup()
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{
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foreach (Barrier barrier in BarrierManager.Barriers.Where(x => x.Object))
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foreach (Barrier barrier in BarrierManager.Barriers)
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{
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barrier.Object.Delete();
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barrier.Delete();
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}
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if (BarrierManager.PlaceholderBarrier)
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{
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@ -56,7 +56,6 @@ namespace SceneManager
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menuItem.HighlightedBackColor = menuItem.ForeColor;
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}
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}
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}
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internal static bool AreMenusClosed()
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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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@ -21,7 +21,7 @@ namespace SceneManager.Utils
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var barrierKey = Settings.Barriers.Where(x => x.Key == BarrierMenu.BarrierList.SelectedItem).FirstOrDefault().Key;
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var barrierValue = Settings.Barriers[barrierKey].Name;
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PlaceholderBarrier = new Rage.Object(barrierValue, UserInput.GetMousePositionForBarrier, BarrierMenu.RotateBarrier.Value);
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PlaceholderBarrier = new Object(barrierValue, UserInput.GetMousePositionForBarrier, BarrierMenu.RotateBarrier.Value);
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if (!PlaceholderBarrier)
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{
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BarrierMenu.Menu.Close();
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@ -39,7 +39,7 @@ namespace SceneManager.Utils
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// Start with lights off for Parks's objects
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(PlaceholderBarrier, BarrierMenu.BarrierTexture.Value);
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(PlaceholderBarrier, BarrierMenu.BarrierTexture.Value); // _SET_OBJECT_TEXTURE_VARIATION
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SetBarrierLights();
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}
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}
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@ -136,47 +136,8 @@ namespace SceneManager.Utils
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}
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else
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{
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var barrier = new Rage.Object(PlaceholderBarrier.Model, PlaceholderBarrier.Position, BarrierMenu.RotateBarrier.Value);
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barrier.SetPositionWithSnap(PlaceholderBarrier.Position);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
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if (BarrierMenu.Invincible.Checked)
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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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}
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if (BarrierMenu.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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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, BarrierMenu.BarrierTexture.Value);
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if (BarrierMenu.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 && !BarrierMenu.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, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked));
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var barrier = new Barrier(PlaceholderBarrier, PlaceholderBarrier.Position, BarrierMenu.RotateBarrier.Value, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked, BarrierMenu.BarrierTexture.Value, BarrierMenu.SetBarrierLights.Checked);
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Barriers.Add(barrier);
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BarrierMenu.RemoveBarrierOptions.Enabled = true;
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BarrierMenu.ResetBarriers.Enabled = true;
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@ -210,21 +171,21 @@ namespace SceneManager.Utils
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switch (removeBarrierOptionsIndex)
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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[Barriers.Count - 1].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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var nearestBarrier = Barriers.OrderBy(b => b.Object.DistanceTo2D(Game.LocalPlayer.Character)).FirstOrDefault();
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var nearestBarrier = Barriers.OrderBy(b => b.DistanceTo2D(Game.LocalPlayer.Character)).FirstOrDefault();
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if (nearestBarrier != null)
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{
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nearestBarrier.Object.Delete();
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nearestBarrier.Delete();
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Barriers.Remove(nearestBarrier);
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}
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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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foreach (Barrier b in Barriers)
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{
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b.Object.Delete();
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b.Delete();
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}
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if (Barriers.Count > 0)
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{
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@ -244,30 +205,11 @@ namespace SceneManager.Utils
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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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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 = 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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Barriers.Add(new Barrier(barrier, barrier.SpawnPosition, barrier.SpawnHeading, barrier.Invincible, barrier.Immobile, barrier.TextureVariation, barrier.LightsEnabled));
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if (barrier.Object)
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if (barrier)
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{
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barrier.Object.Delete();
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barrier.Delete();
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}
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Barriers.Remove(barrier);
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}
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