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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

@ -35,17 +35,26 @@ namespace SceneManager.Barriers
obj.Delete(); obj.Delete();
} }
_object = new Object(ModelName, Position, Heading); if (ModelName == "0xa2c44e80") // Flare
if(!_object)
{ {
Game.LogTrivial($"New barrier object is invalid."); var flare = new Weapon("weapon_flare", Position, 1);
return; Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
} _object = flare;
GameFiber.StartNew(() =>
{
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
GameFiber.Sleep(1000);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, false);
}, "Spawn Flare Fiber");
}
else // Any other barrier object
{
_object = new Object(ModelName, Position, Heading);
_object.SetPositionWithSnap(Position); _object.SetPositionWithSnap(Position);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(_object); Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(_object);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true); Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
if (Invincible) if (Invincible)
{ {
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(_object, true); Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(_object, true);
@ -61,6 +70,7 @@ namespace SceneManager.Barriers
SetAdvancedOptions(); SetAdvancedOptions();
} }
} }
}
internal Barrier(Object obj, bool invincible, bool immobile, int textureVariation = 0, bool lightsEnabled = false) internal Barrier(Object obj, bool invincible, bool immobile, int textureVariation = 0, bool lightsEnabled = false)
{ {
@ -76,12 +86,24 @@ namespace SceneManager.Barriers
BarrierManager.PlaceholderBarrier.Delete(); BarrierManager.PlaceholderBarrier.Delete();
} }
_object = new Object(ModelName, Position, Heading); if (ModelName == "0xa2c44e80") // Flare
{
_object = obj;
GameFiber.StartNew(() =>
{
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
GameFiber.Sleep(1000);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, false);
}, "Spawn Flare Fiber");
}
else // Any other barrier object
{
_object = new Object(ModelName, Position, Heading);
_object.SetPositionWithSnap(Position); _object.SetPositionWithSnap(Position);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(_object); Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(_object);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true); Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(_object, true);
if (Invincible) if (Invincible)
{ {
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(_object, true); Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(_object, true);
@ -97,6 +119,7 @@ namespace SceneManager.Barriers
SetAdvancedOptions(); SetAdvancedOptions();
} }
} }
}
private void SetAdvancedOptions() private void SetAdvancedOptions()
{ {