mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
419 lines
17 KiB
C#
419 lines
17 KiB
C#
using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using Rage;
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using RAGENativeUI;
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using RAGENativeUI.Elements;
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namespace SceneManager
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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.barrierKeys);
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private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
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private static UIMenuCheckboxItem invincible = new UIMenuCheckboxItem("Indestructible", 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", false);
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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 void InstantiateMenu()
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{
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barrierMenu.ParentMenu = MainMenu.mainMenu;
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MenuManager.menuPool.Add(barrierMenu);
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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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}
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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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barrierMenu.AddItem(rotateBarrier);
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barrierMenu.AddItem(invincible);
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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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barrierMenu.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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barrierMenu.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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{
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if (shadowBarrier)
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{
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shadowBarrier.Delete();
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}
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shadowBarrier = new Object(Settings.barrierValues[barrierList.Index], MousePositionInWorld.GetPosition, rotateBarrier.Value);
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if (!shadowBarrier)
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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 || 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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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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barrier.IsPositionFrozen = false;
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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 (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)
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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));
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removeBarrierOptions.Enabled = true;
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resetBarriers.Enabled = true;
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}
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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));
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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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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 Rage.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 = false;
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Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true);
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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)
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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));
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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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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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}
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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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}
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Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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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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{
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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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{
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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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}
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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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}
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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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}
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if (scrollerItem == rotateBarrier)
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{
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RotateBarrier();
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}
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}
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private static void BarrierMenu_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
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{
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if (selectedItem == barrierList)
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{
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SpawnBarrier();
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}
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if (selectedItem == removeBarrierOptions)
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{
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RemoveBarrier();
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}
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if (selectedItem == resetBarriers)
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{
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ResetBarriers();
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}
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}
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private static void BarrierMenu_OnMenuOpen(UIMenu menu)
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{
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var scrollerItems = new List<UIMenuScrollerItem> { barrierList, barrierTexture, setBarrierTrafficLight, rotateBarrier, removeBarrierOptions };
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var checkboxItems = new Dictionary<UIMenuCheckboxItem, RNUIMouseInputHandler.Function>() { { invincible, null }, {setBarrierLights, SetBarrierLights} };
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var selectItems = new Dictionary<UIMenuItem, RNUIMouseInputHandler.Function>()
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{
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{ barrierList, SpawnBarrier },
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{ removeBarrierOptions, RemoveBarrier },
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{ resetBarriers, ResetBarriers },
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};
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away.");
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CreateShadowBarrier();
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GameFiber ShadowConeLoopFiber = new GameFiber(() => LoopToDisplayShadowBarrier());
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ShadowConeLoopFiber.Start();
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RNUIMouseInputHandler.Initialize(menu, scrollerItems);
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}
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internal static float SetMenuWidth()
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{
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float defaultWidth = UIMenu.DefaultWidth;
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barrierList.TextStyle.Apply();
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Rage.Native.NativeFunction.Natives.x54CE8AC98E120CAB("STRING"); // _BEGIN_TEXT_COMMAND_GET_WIDTH
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Rage.Native.NativeFunction.Natives.ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(barrierList.SelectedItem);
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float textWidth = Rage.Native.NativeFunction.Natives.x85F061DA64ED2F67<float>(true); // _END_TEXT_COMMAND_GET_WIDTH
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float padding = 0.00390625f * 2; // typical padding used in RNUI
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var selectedItemWidth = textWidth + padding;
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if(selectedItemWidth <= 0.14f)
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{
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return defaultWidth;
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}
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else
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{
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return selectedItemWidth * 1.6f;
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}
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}
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}
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}
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