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Fix BTR wheeling and rename method (!136)

BTR still needs a proper looking into. But this will work for the moment

Reviewed-on: SPT/Modules#136
This commit is contained in:
Kaeno 2024-06-06 13:33:26 +00:00
parent 09d125802a
commit cb5751c86f

View File

@ -186,7 +186,7 @@ namespace SPT.Custom.BTR
btrServerSide.Initialization(btrMapConfig);
btrController.method_14(); // creates and assigns the BTR a fake stash
DisableServerSideRenderers();
DisableServerSideObjects();
gameWorld.MainPlayer.OnBtrStateChanged += HandleBtrDoorState;
@ -364,7 +364,7 @@ namespace SPT.Custom.BTR
return btrDataPacket;
}
private void DisableServerSideRenderers()
private void DisableServerSideObjects()
{
var meshRenderers = btrServerSide.transform.GetComponentsInChildren<MeshRenderer>();
foreach (var renderer in meshRenderers)
@ -373,6 +373,14 @@ namespace SPT.Custom.BTR
}
btrServerSide.turnCheckerObject.GetComponent<Renderer>().enabled = false; // Disables the red debug sphere
// Something is colliding with each other. We disabled the Main exterior collider on server objects
// and changed the layer of the Client exterior collider to be highPolyCollider to stop it twerking. Needs Proper fix
var servercolliders = btrServerSide.transform.GetComponentsInChildren<MeshCollider>();
var clientcolliders = btrClientSide.transform.GetComponentsInChildren<MeshCollider>();
clientcolliders.FirstOrDefault(x => x.gameObject.name == "BTR_82_exterior_COLLIDER").gameObject.layer = LayerMask.NameToLayer("HighPolyCollider");
servercolliders.FirstOrDefault(x => x.gameObject.name == "BTR_82_exterior_COLLIDER").enabled = false;
}
private void UpdateTarget()