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Shadow barrier will now only appear while the barrierList or rotateBarrier menu items are selected. Reset Barriers code fixed for road barrel w/ base object.

This commit is contained in:
Rich Dunne 2020-09-13 02:51:46 -06:00
parent 935bd1eb37
commit de6169101f

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@ -13,8 +13,6 @@ namespace SceneManager
public static UIMenu barrierMenu { get; private set; }
public static List<Barrier> barriers = new List<Barrier>();
private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Select Barrier", "", Settings.barrierKeys);
//private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Select Barrier", "", new[] { "Large Striped Cone", "Large Cone", "Medium Striped Cone", "Medium Cone", "Roadpole A", "Roadpole B", "Police Barrier", "Road Barrier", "Flare" });
//private static string[] barrierObjectNames = new string[] { "prop_mp_cone_01", "prop_roadcone01c", "prop_mp_cone_02", "prop_mp_cone_03", "prop_roadpole_01a", "prop_roadpole_01b", "prop_barrier_work05", "prop_barrier_work06a", "prop_flare_01b" };
private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
private static UIMenuListScrollerItem<string> removeBarrierOptions = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" });
private static UIMenuItem resetBarriers = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation");
@ -59,8 +57,7 @@ namespace SceneManager
if (shadowBarrier)
shadowBarrier.Delete();
//shadowBarrier = new Rage.Object(Settings.barrierValues[barrierList.Index], TracePlayerView(15, TraceFlags.IntersectEverything).HitPosition, Game.LocalPlayer.Character.Heading);
shadowBarrier = new Rage.Object(Settings.barrierValues[barrierList.Index], TracePlayerView(15, TraceFlags.IntersectEverything).HitPosition, rotateBarrier.Value);
shadowBarrier = new Rage.Object(Settings.barrierValues[barrierList.Index], TracePlayerView(15, TraceFlags.IntersectWorld).HitPosition, rotateBarrier.Value);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
shadowBarrier.IsGravityDisabled = true;
shadowBarrier.IsCollisionEnabled = false;
@ -70,11 +67,19 @@ namespace SceneManager
ShadowConeLoopFiber.Start();
}
private static void LoopToDisplayShadowBarrier(UIMenu coneMenu)
private static void LoopToDisplayShadowBarrier(UIMenu barrierMenu)
{
while (coneMenu.Visible && shadowBarrier)
while (barrierMenu.Visible && shadowBarrier)
{
UpdateShadowBarrierPosition();
if (barrierList.Selected || rotateBarrier.Selected)
{
shadowBarrier.IsVisible = true;
UpdateShadowBarrierPosition();
}
else
{
shadowBarrier.IsVisible = false;
}
GameFiber.Yield();
}
@ -85,9 +90,7 @@ namespace SceneManager
private static void UpdateShadowBarrierPosition()
{
DisableBarrierMenuOptionsIfShadowConeTooFar();
//shadowBarrier.Position = TracePlayerView(SettingsMenu.barrierPlacementDistance.Value, TraceFlags.IntersectWorld).HitPosition;
//Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
shadowBarrier.SetPositionWithSnap(TracePlayerView(SettingsMenu.barrierPlacementDistance.Value, TraceFlags.IntersectEverything).HitPosition);
shadowBarrier.SetPositionWithSnap(TracePlayerView(SettingsMenu.barrierPlacementDistance.Value, TraceFlags.IntersectWorld).HitPosition);
void DisableBarrierMenuOptionsIfShadowConeTooFar()
{
@ -96,7 +99,7 @@ namespace SceneManager
barrierList.Enabled = false;
rotateBarrier.Enabled = false;
}
else if(shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= SettingsMenu.barrierPlacementDistance.Value && barrierList.SelectedItem == "Flare")
else if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= SettingsMenu.barrierPlacementDistance.Value && barrierList.SelectedItem == "Flare")
{
barrierList.Enabled = true;
rotateBarrier.Enabled = false;
@ -155,13 +158,21 @@ namespace SceneManager
if (selectedItem == resetBarriers)
{
var currentBarriers = barriers.Where(b => b.Object?.Model.Name != "0xa2c44e80").ToList();
foreach(Barrier barrier in currentBarriers)
var currentBarriers = barriers.Where(b => b.Object && b.Object.Model.Name != "0xa2c44e80").ToList();
foreach (Barrier oldBarrier in currentBarriers)
{
var newBarrier = new Rage.Object(barrier.Object.Model, barrier.Position, barrier.Rotation);
barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading));
barrier.Object.Delete();
barriers.Remove(barrier);
if (oldBarrier.Object)
{
var newBarrier = new Rage.Object(oldBarrier.Object.Model, oldBarrier.Position, oldBarrier.Rotation);
newBarrier.SetPositionWithSnap(oldBarrier.Position);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(newBarrier, true);
newBarrier.IsPositionFrozen = false;
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true);
barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading));
oldBarrier.Object.Delete();
barriers.Remove(oldBarrier);
}
}
currentBarriers.Clear();
}
@ -171,8 +182,10 @@ namespace SceneManager
{
var barrier = new Rage.Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
barrier.SetPositionWithSnap(shadowBarrier.Position);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
barrier.IsPositionFrozen = false;
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(barrier, true);
//Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(barrier, true);
barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading));
removeBarrierOptions.Enabled = true;
@ -259,7 +272,7 @@ namespace SceneManager
return World.TraceLine(start, end, flags, barrierObjects);
}
internal static HitResult TracePlayerView(float maxTraceDistance = 30f, TraceFlags flags = TraceFlags.IntersectEverything) => TracePlayerView(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
internal static HitResult TracePlayerView(float maxTraceDistance = 30f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
//------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\
}
}