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