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Fixed flare spawn

This commit is contained in:
Rich Dunne 2021-07-07 07:19:16 -06:00
parent 97c6fd91c6
commit e563612ab0

View file

@ -35,30 +35,40 @@ namespace SceneManager.Barriers
obj.Delete();
}
_object = new Object(ModelName, Position, Heading);
if(!_object)
if (ModelName == "0xa2c44e80") // Flare
{
Game.LogTrivial($"New barrier object is invalid.");
return;
}
var flare = new Weapon("weapon_flare", Position, 1);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
_object = flare;
_object.SetPositionWithSnap(Position);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(_object);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
if (Invincible)
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(_object, true);
if (ModelName != "prop_barrier_wat_03a")
GameFiber.StartNew(() =>
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(_object, true);
}
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
GameFiber.Sleep(1000);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, false);
}, "Spawn Flare Fiber");
}
_object.IsPositionFrozen = Immobile;
if (Settings.EnableAdvancedBarricadeOptions)
else // Any other barrier object
{
SetAdvancedOptions();
_object = new Object(ModelName, Position, Heading);
_object.SetPositionWithSnap(Position);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(_object);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
if (Invincible)
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(_object, true);
if (ModelName != "prop_barrier_wat_03a")
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(_object, true);
}
}
_object.IsPositionFrozen = Immobile;
if (Settings.EnableAdvancedBarricadeOptions)
{
SetAdvancedOptions();
}
}
}
@ -76,25 +86,38 @@ namespace SceneManager.Barriers
BarrierManager.PlaceholderBarrier.Delete();
}
_object = new Object(ModelName, Position, Heading);
_object.SetPositionWithSnap(Position);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(_object);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
if (Invincible)
if (ModelName == "0xa2c44e80") // Flare
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(_object, true);
if (ModelName != "prop_barrier_wat_03a")
_object = obj;
GameFiber.StartNew(() =>
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(_object, true);
}
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
GameFiber.Sleep(1000);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, false);
}, "Spawn Flare Fiber");
}
_object.IsPositionFrozen = Immobile;
if (Settings.EnableAdvancedBarricadeOptions)
else // Any other barrier object
{
SetAdvancedOptions();
_object = new Object(ModelName, Position, Heading);
_object.SetPositionWithSnap(Position);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(_object);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
if (Invincible)
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(_object, true);
if (ModelName != "prop_barrier_wat_03a")
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(_object, true);
}
}
_object.IsPositionFrozen = Immobile;
if (Settings.EnableAdvancedBarricadeOptions)
{
SetAdvancedOptions();
}
}
}