NVG+T7 fully operational, Thermal Scopes WIP
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@ -13,13 +13,68 @@ namespace ClearVision {
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[PatchPostfix]
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static void Postfix() {
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// Get Camera
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GameObject maincam = GameObject.Find("FPS Camera");
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NightVision nv = maincam.GetComponent<NightVision>();
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bool isNVGOn = nv.On;
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if(isNVGOn) {
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nv.Mask = nv.AnvisMaskTexture;
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nv.Intensity = Plugin.GPIntensity.Value;
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Debug.LogError("GogglesPatches Postfix()");
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if(Plugin.GlobalEnabled.Value) { // sanity check
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// Get Camera
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GameObject maincam = GameObject.Find("FPS Camera");
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NightVision nv = maincam.GetComponent<NightVision>();
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CC_Vintage vintage = maincam.GetComponent<CC_Vintage>();
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if(nv.On || nv.InProcessSwitching) {
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// Apply each individual setting depending on original texmask, hence why we cannot change it, but rather disable it.
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if(nv.TextureMask.Mask == nv.AnvisMaskTexture) {
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nv.Intensity = Plugin.GPIntensity.Value;
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nv.NoiseIntensity = Plugin.GPNoiseIntensity.Value;
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nv.NoiseScale = Plugin.GPNoiseScale.Value;
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if (Plugin.GPMaskEnabled.Value) {
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nv.TextureMask.enabled = true;
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nv.TextureMask.Size = Plugin.GPMaskSize.Value;
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}
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else {
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nv.TextureMask.enabled = false;
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}
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nv.Color = Plugin.GPColor.Value;
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}
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else if (nv.TextureMask.Mask == nv.BinocularMaskTexture) {
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nv.Intensity = Plugin.GPIntensity.Value;
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nv.NoiseIntensity = Plugin.GPNoiseIntensity.Value;
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nv.NoiseScale = Plugin.GPNoiseScale.Value;
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if (Plugin.GPMaskEnabled.Value) {
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nv.TextureMask.enabled = true;
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nv.TextureMask.Size = Plugin.GPMaskSize.Value;
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}
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else {
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nv.TextureMask.enabled = false;
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}
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nv.Color = Plugin.GPColor.Value;
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}
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else if (nv.TextureMask.Mask == nv.OldMonocularMaskTexture) {
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nv.Intensity = Plugin.GPIntensity.Value;
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nv.NoiseIntensity = Plugin.GPNoiseIntensity.Value;
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nv.NoiseScale = Plugin.GPNoiseScale.Value;
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if (Plugin.GPMaskEnabled.Value) {
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nv.TextureMask.enabled = true;
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nv.TextureMask.Size = Plugin.GPMaskSize.Value;
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}
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else {
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nv.TextureMask.enabled = false;
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}
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nv.Color = Plugin.GPColor.Value;
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}
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else { // makes any other exception to the above be noiseless, but still otherwise vanilla.
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nv.Intensity = 2.3f;
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nv.NoiseIntensity = 0.0f;
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nv.NoiseScale = 0.0f;
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nv.TextureMask.enabled = true;
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nv.TextureMask.Size = 1.2f;
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// color left default
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}
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vintage.enabled = false;
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return;
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}
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else {
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vintage.enabled = true;
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return;
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}
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}
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}
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}
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@ -34,7 +89,40 @@ namespace ClearVision {
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[PatchPostfix]
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static void Postfix() {
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//
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Debug.LogError("ScopePatches Postfix()");
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if(Plugin.GlobalEnabled.Value) { // sanity check
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// Get Camera
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GameObject maincam = GameObject.Find("FPS Camera");
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ThermalVision t7 = maincam.GetComponent<ThermalVision>();
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CC_Vintage vintage = maincam.GetComponent<CC_Vintage>();
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// Get BaseOpticScope(Clone) obj
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GameObject scope = GameObject.FindGameObjectWithTag("OpticCamera");
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ThermalVision thermal = scope.GetComponent<ThermalVision>();
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if(t7.On) {
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t7.IsGlitch = Plugin.T7Glitch.Value;
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t7.IsPixelated = Plugin.T7Pixel.Value;
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t7.IsNoisy = Plugin.T7Glitch.Value;
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t7.IsFpsStuck = Plugin.T7Glitch.Value;
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if (Plugin.T7Glitch.Value) {
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t7.StuckFpsUtilities.MaxFramerate = Plugin.T7FpsMax.Value;
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t7.StuckFpsUtilities.MinFramerate = Plugin.T7FpsMax.Value;
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}
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t7.TextureMask.Size = Plugin.T7MaskSize.Value;
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vintage.enabled = false;
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// no idea how to change the clip plane distance, YET.
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}
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else if (thermal.On && !t7.On) { // Make sure the thermal headgear isn't on, no need to do worthless changes.
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//how do I determine which scope is which FUCK
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vintage.enabled = false;
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}
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else {
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vintage.enabled = true;
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return;
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}
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}
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else
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return;
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}
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}
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}
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@ -1,10 +1,6 @@
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using Aki.Reflection.Patching;
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using BepInEx;
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using BepInEx;
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using BepInEx.Configuration;
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using System.Reflection;
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using UnityEngine;
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using EFT;
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using System.Threading.Tasks;
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namespace ClearVision {
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[BepInPlugin("com.LimboFPS.ClearVision", "ClearVision", "1.0.0")]
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@ -62,7 +58,7 @@ namespace ClearVision {
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public static ConfigEntry<bool> T7MaskEnabled { get; set; }
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public static ConfigEntry<float> T7MaskSize { get; set; }
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// REAP-IR WhiteHot/BlackHot Thermal
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// REAP-IR Thermal
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public static ConfigEntry<bool> IREnabled { get; set; }
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public static ConfigEntry<bool> IRGlitch { get; set; }
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public static ConfigEntry<bool> IRNoise { get; set; }
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