1
Fork 0
mirror of https://github.com/thegeneralist01/Scene-Manager-DevRepo synced 2026-01-11 07:30:40 +01:00

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();
}
_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;
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);
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);
@ -61,6 +70,7 @@ namespace SceneManager.Barriers
SetAdvancedOptions();
}
}
}
internal Barrier(Object obj, bool invincible, bool immobile, int textureVariation = 0, bool lightsEnabled = false)
{
@ -76,12 +86,24 @@ namespace SceneManager.Barriers
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);
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);
@ -97,6 +119,7 @@ namespace SceneManager.Barriers
SetAdvancedOptions();
}
}
}
private void SetAdvancedOptions()
{