mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Big refactor
This commit is contained in:
parent
6769ca815e
commit
f1554a4aea
8 changed files with 557 additions and 1365 deletions
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@ -7,428 +7,158 @@ using RAGENativeUI.Elements;
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using SceneManager.Objects;
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using SceneManager.Utils;
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namespace SceneManager
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namespace SceneManager.Menus
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{
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class BarrierMenu
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{
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private static List<TrafficLight> trafficLightList = new List<TrafficLight>() { TrafficLight.Green, TrafficLight.Red, TrafficLight.Yellow, TrafficLight.None };
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internal static UIMenu barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management");
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internal static List<Barrier> barriers = new List<Barrier>();
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private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.barriers.Keys); // Settings.barrierKeys
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private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
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private static List<TrafficLight> TrafficLightList { get; } = new List<TrafficLight>() { TrafficLight.Green, TrafficLight.Red, TrafficLight.Yellow, TrafficLight.None };
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internal static UIMenu Menu { get; } = new UIMenu("Scene Manager", "~o~Barrier Management");
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internal static UIMenuListScrollerItem<string> BarrierList { get; } = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.Barriers.Keys); // Settings.barrierKeys
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internal static UIMenuNumericScrollerItem<int> RotateBarrier { get; } = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
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// ADD CHECKBOX FOR BARRIER TO STOP TRAFFIC? ADD 3D MARKER TO SHOW WHERE TRAFFIC WILL STOP. ONLY NEED ONE CONE TO DO IT PER LANE
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private static UIMenuCheckboxItem invincible = new UIMenuCheckboxItem("Indestructible", false);
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private static UIMenuCheckboxItem immobile = new UIMenuCheckboxItem("Immobile", false);
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private static UIMenuNumericScrollerItem<int> barrierTexture = new UIMenuNumericScrollerItem<int>("Change Texture", "", 0, 15, 1);
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private static UIMenuCheckboxItem setBarrierLights = new UIMenuCheckboxItem("Enable Barrier Lights", Settings.EnableBarrierLightsDefaultOn);
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private static UIMenuListScrollerItem<TrafficLight> setBarrierTrafficLight = new UIMenuListScrollerItem<TrafficLight>("Set Barrier Traffic Light", "", trafficLightList);
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private static UIMenuListScrollerItem<string> removeBarrierOptions = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" });
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private static UIMenuItem resetBarriers = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation");
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internal static Object shadowBarrier;
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internal static UIMenuCheckboxItem Invincible { get; } = new UIMenuCheckboxItem("Indestructible", false);
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internal static UIMenuCheckboxItem Immobile { get; } = new UIMenuCheckboxItem("Immobile", false);
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internal static UIMenuNumericScrollerItem<int> BarrierTexture { get; } = new UIMenuNumericScrollerItem<int>("Change Texture", "", 0, 15, 1);
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internal static UIMenuCheckboxItem SetBarrierLights { get; } = new UIMenuCheckboxItem("Enable Barrier Lights", Settings.EnableBarrierLightsDefaultOn);
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internal static UIMenuListScrollerItem<TrafficLight> SetBarrierTrafficLight { get; } = new UIMenuListScrollerItem<TrafficLight>("Set Barrier Traffic Light", "", TrafficLightList);
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internal static UIMenuListScrollerItem<string> RemoveBarrierOptions { get; } = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" });
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internal static UIMenuItem ResetBarriers { get; } = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation");
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internal static void InstantiateMenu()
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internal static void Initialize()
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{
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barrierMenu.ParentMenu = MainMenu.mainMenu;
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MenuManager.menuPool.Add(barrierMenu);
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Menu.ParentMenu = MainMenu.Menu;
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MenuManager.MenuPool.Add(Menu);
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barrierMenu.OnItemSelect += BarrierMenu_OnItemSelected;
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barrierMenu.OnScrollerChange += BarrierMenu_OnScrollerChanged;
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barrierMenu.OnCheckboxChange += BarrierMenu_OnCheckboxChanged;
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barrierMenu.OnMenuOpen += BarrierMenu_OnMenuOpen;
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Menu.OnItemSelect += BarrierMenu_OnItemSelected;
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Menu.OnScrollerChange += BarrierMenu_OnScrollerChanged;
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Menu.OnCheckboxChange += BarrierMenu_OnCheckboxChanged;
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Menu.OnMenuOpen += BarrierMenu_OnMenuOpen;
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}
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internal static void BuildBarrierMenu()
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{
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barrierMenu.AddItem(barrierList);
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barrierList.ForeColor = Color.Gold;
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Menu.AddItem(BarrierList);
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BarrierList.ForeColor = Color.Gold;
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barrierMenu.AddItem(rotateBarrier);
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barrierMenu.AddItem(invincible);
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barrierMenu.AddItem(immobile);
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Menu.AddItem(RotateBarrier);
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Menu.AddItem(Invincible);
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Menu.AddItem(Immobile);
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if (Settings.EnableAdvancedBarricadeOptions)
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{
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barrierMenu.AddItem(barrierTexture);
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barrierTexture.Index = 0;
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Menu.AddItem(BarrierTexture);
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BarrierTexture.Index = 0;
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barrierMenu.AddItem(setBarrierLights);
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Menu.AddItem(SetBarrierLights);
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//barrierMenu.AddItem(setBarrierTrafficLight);
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//setBarrierTrafficLight.Index = 3;
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}
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barrierMenu.AddItem(removeBarrierOptions);
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removeBarrierOptions.ForeColor = Color.Gold;
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removeBarrierOptions.Enabled = false;
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Menu.AddItem(RemoveBarrierOptions);
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RemoveBarrierOptions.ForeColor = Color.Gold;
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RemoveBarrierOptions.Enabled = false;
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barrierMenu.AddItem(resetBarriers);
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resetBarriers.ForeColor = Color.Gold;
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resetBarriers.Enabled = false;
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Menu.AddItem(ResetBarriers);
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ResetBarriers.ForeColor = Color.Gold;
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ResetBarriers.Enabled = false;
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}
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internal static void CreateShadowBarrier()
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internal static void ScrollBarrierList()
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{
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if (shadowBarrier)
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if (BarrierManager.PlaceholderBarrier)
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{
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shadowBarrier.Delete();
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BarrierManager.PlaceholderBarrier.Delete();
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}
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BarrierTexture.Index = 0;
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var barrierKey = Settings.barriers.Where(x => x.Key == barrierList.SelectedItem).FirstOrDefault().Key;
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var barrierValue = Settings.barriers[barrierKey].Name;
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shadowBarrier = new Object(barrierValue, MousePositionInWorld.GetPosition, rotateBarrier.Value); // Settings.barrierValues[barrierList.Index]
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if (!shadowBarrier)
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if (BarrierList.SelectedItem == "Flare")
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{
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barrierMenu.Close();
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Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~Something went wrong creating the shadow barrier. Please try again.");
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return;
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}
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
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shadowBarrier.IsGravityDisabled = true;
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shadowBarrier.IsCollisionEnabled = false;
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shadowBarrier.Opacity = 0.7f;
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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(shadowBarrier, barrierTexture.Value);
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SetBarrierLights();
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}
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}
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private static void LoopToDisplayShadowBarrier()
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{
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while (barrierMenu.Visible)
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{
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if (barrierList.Selected || rotateBarrier.Selected || invincible.Selected || immobile.Selected || barrierTexture.Selected || setBarrierLights.Selected || setBarrierTrafficLight.Selected)
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{
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if (shadowBarrier)
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{
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UpdateShadowBarrierPosition();
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}
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else if(MousePositionInWorld.GetPositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
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{
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CreateShadowBarrier();
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}
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}
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else
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{
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if (shadowBarrier)
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{
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shadowBarrier.Delete();
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}
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}
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GameFiber.Yield();
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}
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if (shadowBarrier)
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{
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shadowBarrier.Delete();
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}
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void UpdateShadowBarrierPosition()
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{
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DisableBarrierMenuOptionsIfShadowConeTooFar();
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if (shadowBarrier)
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{
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// Delete and re-create for testing purposes.. Parks' stop light prop
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//shadowBarrier.Delete();
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//CreateShadowBarrier();
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shadowBarrier.Heading = rotateBarrier.Value;
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shadowBarrier.Position = MousePositionInWorld.GetPositionForBarrier;
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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}
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void DisableBarrierMenuOptionsIfShadowConeTooFar()
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{
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if (!shadowBarrier && MousePositionInWorld.GetPositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
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{
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CreateShadowBarrier();
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}
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else if (shadowBarrier && shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > Settings.BarrierPlacementDistance)
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{
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barrierList.Enabled = false;
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rotateBarrier.Enabled = false;
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shadowBarrier.Delete();
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}
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else if (shadowBarrier && shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance && barrierList.SelectedItem == "Flare")
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{
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barrierList.Enabled = true;
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rotateBarrier.Enabled = false;
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}
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else
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{
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barrierList.Enabled = true;
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rotateBarrier.Enabled = true;
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}
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}
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}
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}
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private static void SpawnBarrier()
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{
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GameFiber.StartNew(() =>
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{
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if (barrierList.SelectedItem == "Flare")
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{
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SpawnFlare();
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}
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else
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{
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var barrier = new Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
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barrier.SetPositionWithSnap(shadowBarrier.Position);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
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if (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 (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, barrierTexture.Value);
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if (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 && !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, invincible.Checked, immobile.Checked));
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//if (barriers.First().Object == barrier)
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//{
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// barriers.First().GoAround();
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//}
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removeBarrierOptions.Enabled = true;
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resetBarriers.Enabled = true;
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}
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}, "Scene Manager Spawn Barrier Fiber");
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void SpawnFlare()
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{
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var flare = new Weapon("weapon_flare", shadowBarrier.Position, 1);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
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GameFiber.Sleep(1);
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GameFiber.StartNew(() =>
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{
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while (flare && flare.HeightAboveGround > 0.05f)
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{
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GameFiber.Yield();
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}
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GameFiber.Sleep(1000);
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if (flare)
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{
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flare.IsPositionFrozen = true;
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}
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});
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barriers.Add(new Barrier(flare, flare.Position, flare.Heading, invincible.Checked, immobile.Checked));
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removeBarrierOptions.Enabled = true;
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}
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}
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internal static void RotateBarrier()
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{
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shadowBarrier.Heading = rotateBarrier.Value;
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shadowBarrier.Position = MousePositionInWorld.GetPositionForBarrier;
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
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}
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private static void RemoveBarrier()
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{
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switch (removeBarrierOptions.Index)
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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.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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if (nearestBarrier != null)
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{
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nearestBarrier.Object.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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{
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b.Object.Delete();
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}
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if (barriers.Count > 0)
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{
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barriers.Clear();
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}
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break;
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}
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removeBarrierOptions.Enabled = barriers.Count == 0 ? false : true;
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resetBarriers.Enabled = barriers.Count == 0 ? false : true;
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}
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private static void ResetBarriers()
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{
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GameFiber.StartNew(() =>
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{
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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 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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if (barrier.Object)
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{
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barrier.Object.Delete();
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}
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barriers.Remove(barrier);
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}
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currentBarriers.Clear();
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});
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}
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private static void SetBarrierLights()
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{
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if (setBarrierLights.Checked)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(shadowBarrier, false);
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RotateBarrier.Enabled = 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(shadowBarrier, true);
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RotateBarrier.Enabled = true;
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}
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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Menu.Width = SetMenuWidth();
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}
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private static void BarrierMenu_OnCheckboxChanged(UIMenu sender, UIMenuCheckboxItem checkbox, bool @checked)
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{
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if(checkbox == setBarrierLights)
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if(checkbox == SetBarrierLights)
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{
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SetBarrierLights();
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//SetBarrierLights();
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BarrierManager.SetBarrierLights();
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}
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}
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private static void BarrierMenu_OnScrollerChanged(UIMenu sender, UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex)
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{
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if (scrollerItem == barrierList)
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if (scrollerItem == BarrierList)
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{
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if (shadowBarrier)
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{
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shadowBarrier.Delete();
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}
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barrierTexture.Index = 0;
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if(barrierList.SelectedItem == "Flare")
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{
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rotateBarrier.Enabled = false;
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}
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else
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{
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rotateBarrier.Enabled = true;
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}
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barrierMenu.Width = SetMenuWidth();
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ScrollBarrierList();
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}
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if (scrollerItem == barrierTexture)
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if (scrollerItem == BarrierTexture)
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{
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(shadowBarrier, barrierTexture.Value);
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Rage.Native.NativeFunction.Natives.x971DA0055324D033(BarrierManager.PlaceholderBarrier, BarrierTexture.Value);
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}
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if (scrollerItem == setBarrierTrafficLight)
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if (scrollerItem == SetBarrierTrafficLight)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(BarrierManager.PlaceholderBarrier, SetBarrierTrafficLight.Index);
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}
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if (scrollerItem == rotateBarrier)
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||||
if (scrollerItem == RotateBarrier)
|
||||
{
|
||||
RotateBarrier();
|
||||
//RotateBarrier();
|
||||
BarrierManager.RotateBarrier();
|
||||
}
|
||||
}
|
||||
|
||||
private static void BarrierMenu_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
|
||||
{
|
||||
if (selectedItem == barrierList)
|
||||
if (selectedItem == BarrierList)
|
||||
{
|
||||
SpawnBarrier();
|
||||
//SpawnBarrier();
|
||||
BarrierManager.SpawnBarrier();
|
||||
}
|
||||
|
||||
if (selectedItem == removeBarrierOptions)
|
||||
if (selectedItem == RemoveBarrierOptions)
|
||||
{
|
||||
RemoveBarrier();
|
||||
//RemoveBarrier();
|
||||
BarrierManager.RemoveBarrier(RemoveBarrierOptions.Index);
|
||||
}
|
||||
|
||||
if (selectedItem == resetBarriers)
|
||||
if (selectedItem == ResetBarriers)
|
||||
{
|
||||
ResetBarriers();
|
||||
//ResetBarriers();
|
||||
BarrierManager.ResetBarriers();
|
||||
}
|
||||
}
|
||||
|
||||
private static void BarrierMenu_OnMenuOpen(UIMenu menu)
|
||||
{
|
||||
var scrollerItems = new List<UIMenuScrollerItem> { barrierList, barrierTexture, setBarrierTrafficLight, rotateBarrier, removeBarrierOptions };
|
||||
var scrollerItems = new List<UIMenuScrollerItem> { BarrierList, BarrierTexture, SetBarrierTrafficLight, RotateBarrier, RemoveBarrierOptions };
|
||||
|
||||
Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away.");
|
||||
CreateShadowBarrier();
|
||||
//CreatePlaceholderBarrier();
|
||||
BarrierManager.CreatePlaceholderBarrier();
|
||||
|
||||
GameFiber ShadowConeLoopFiber = new GameFiber(() => LoopToDisplayShadowBarrier());
|
||||
ShadowConeLoopFiber.Start();
|
||||
//GameFiber PlaceholderBarrierRenderFiber = new GameFiber(() => LoopToDisplayShadowBarrier());
|
||||
GameFiber PlaceholderBarrierRenderFiber = new GameFiber(() => BarrierManager.LoopToRenderPlaceholderBarrier(), "Render Placeholder Barrier Loop Fiber");
|
||||
PlaceholderBarrierRenderFiber.Start();
|
||||
|
||||
RNUIMouseInputHandler.Initialize(menu, scrollerItems);
|
||||
GameFiber.StartNew(() => UserInput.InitializeMenuMouseControl(menu, scrollerItems), "RNUI Mouse Input Fiber");
|
||||
}
|
||||
|
||||
internal static float SetMenuWidth()
|
||||
private static float SetMenuWidth()
|
||||
{
|
||||
float defaultWidth = UIMenu.DefaultWidth;
|
||||
|
||||
barrierList.TextStyle.Apply();
|
||||
BarrierList.TextStyle.Apply();
|
||||
Rage.Native.NativeFunction.Natives.x54CE8AC98E120CAB("STRING"); // _BEGIN_TEXT_COMMAND_GET_WIDTH
|
||||
Rage.Native.NativeFunction.Natives.ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(barrierList.SelectedItem);
|
||||
Rage.Native.NativeFunction.Natives.ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(BarrierList.SelectedItem);
|
||||
float textWidth = Rage.Native.NativeFunction.Natives.x85F061DA64ED2F67<float>(true); // _END_TEXT_COMMAND_GET_WIDTH
|
||||
float padding = 0.00390625f * 2; // typical padding used in RNUI
|
||||
|
||||
|
|
@ -442,5 +172,17 @@ namespace SceneManager
|
|||
return selectedItemWidth * 1.6f;
|
||||
}
|
||||
}
|
||||
|
||||
internal static void Cleanup()
|
||||
{
|
||||
foreach (Barrier barrier in BarrierManager.Barriers.Where(x => x.Object))
|
||||
{
|
||||
barrier.Object.Delete();
|
||||
}
|
||||
if (BarrierManager.PlaceholderBarrier)
|
||||
{
|
||||
BarrierManager.PlaceholderBarrier.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue