mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
286 lines
12 KiB
C#
286 lines
12 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Rage;
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using SceneManager.Menus;
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using SceneManager.Objects;
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namespace SceneManager.Utils
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{
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internal static class BarrierManager
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{
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internal static Object PlaceholderBarrier { get; private set; }
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internal static List<Barrier> Barriers { get; } = new List<Barrier>();
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internal static void CreatePlaceholderBarrier()
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{
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away.");
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if (PlaceholderBarrier)
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{
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PlaceholderBarrier.Delete();
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}
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var barrierKey = Settings.Barriers.Where(x => x.Key == BarrierMenu.BarrierList.SelectedItem).FirstOrDefault().Key;
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var barrierValue = Settings.Barriers[barrierKey].Name;
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PlaceholderBarrier = new Rage.Object(barrierValue, UserInput.GetMousePositionForBarrier, BarrierMenu.RotateBarrier.Value);
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if (!PlaceholderBarrier)
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{
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BarrierMenu.Menu.Close();
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Game.LogTrivial($"Something went wrong creating the placeholder barrier. Mouse position: {UserInput.GetMousePositionForBarrier}");
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Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~Something went wrong creating the placeholder barrier. This is a rare problem that only happens in certain areas of the world. Please try again somewhere else.");
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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(PlaceholderBarrier);
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PlaceholderBarrier.IsGravityDisabled = true;
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PlaceholderBarrier.IsCollisionEnabled = false;
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PlaceholderBarrier.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(PlaceholderBarrier, BarrierMenu.BarrierTexture.Value);
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SetBarrierLights();
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}
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}
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internal static void SetBarrierLights()
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{
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if (BarrierMenu.SetBarrierLights.Checked)
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{
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Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(PlaceholderBarrier, 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(PlaceholderBarrier, 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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internal static void UpdatePlaceholderBarrierPosition()
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{
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DisableBarrierMenuOptionsIfShadowConeTooFar();
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if (PlaceholderBarrier)
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{
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PlaceholderBarrier.Heading = BarrierMenu.RotateBarrier.Value;
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PlaceholderBarrier.Position = UserInput.GetMousePositionForBarrier;
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(PlaceholderBarrier);
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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 (!PlaceholderBarrier && UserInput.GetMousePositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
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{
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CreatePlaceholderBarrier();
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}
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else if (PlaceholderBarrier && PlaceholderBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > Settings.BarrierPlacementDistance)
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{
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BarrierMenu.BarrierList.Enabled = false;
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BarrierMenu.RotateBarrier.Enabled = false;
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PlaceholderBarrier.Delete();
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}
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else if (PlaceholderBarrier && PlaceholderBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance && BarrierMenu.BarrierList.SelectedItem == "Flare")
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{
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BarrierMenu.BarrierList.Enabled = true;
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BarrierMenu.RotateBarrier.Enabled = false;
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}
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else
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{
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BarrierMenu.BarrierList.Enabled = true;
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BarrierMenu.RotateBarrier.Enabled = true;
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}
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}
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}
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internal static void LoopToRenderPlaceholderBarrier()
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{
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while (BarrierMenu.Menu.Visible)
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{
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if (BarrierMenu.BarrierList.Selected || BarrierMenu.RotateBarrier.Selected || BarrierMenu.Invincible.Selected || BarrierMenu.Immobile.Selected || BarrierMenu.BarrierTexture.Selected || BarrierMenu.SetBarrierLights.Selected || BarrierMenu.SetBarrierTrafficLight.Selected)
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{
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if (PlaceholderBarrier)
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{
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//UpdatePlaceholderBarrierPosition();
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UpdatePlaceholderBarrierPosition();
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}
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else if (UserInput.GetMousePositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
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{
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//CreatePlaceholderBarrier();
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CreatePlaceholderBarrier();
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}
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}
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else
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{
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if (PlaceholderBarrier)
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{
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PlaceholderBarrier.Delete();
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}
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}
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GameFiber.Yield();
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}
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if (PlaceholderBarrier)
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{
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PlaceholderBarrier.Delete();
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}
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}
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internal static void SpawnBarrier()
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{
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if (BarrierMenu.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 Rage.Object(PlaceholderBarrier.Model, PlaceholderBarrier.Position, BarrierMenu.RotateBarrier.Value);
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barrier.SetPositionWithSnap(PlaceholderBarrier.Position);
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Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
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if (BarrierMenu.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 (BarrierMenu.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, BarrierMenu.BarrierTexture.Value);
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if (BarrierMenu.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 && !BarrierMenu.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, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked));
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BarrierMenu.RemoveBarrierOptions.Enabled = true;
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BarrierMenu.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", PlaceholderBarrier.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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}, "Spawn Flare Fiber");
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Barriers.Add(new Barrier(flare, flare.Position, flare.Heading, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked));
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BarrierMenu.RemoveBarrierOptions.Enabled = true;
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}
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}
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internal static void RemoveBarrier(int removeBarrierOptionsIndex)
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{
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switch (removeBarrierOptionsIndex)
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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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BarrierMenu.RemoveBarrierOptions.Enabled = Barriers.Count == 0 ? false : true;
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BarrierMenu.ResetBarriers.Enabled = Barriers.Count == 0 ? false : true;
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}
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internal 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 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 = 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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}, "Barrier Reset Fiber");
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}
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internal static void RotateBarrier()
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{
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PlaceholderBarrier.Heading = BarrierMenu.RotateBarrier.Value;
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PlaceholderBarrier.Position = UserInput.GetMousePositionForBarrier;
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(PlaceholderBarrier);
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}
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}
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}
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