using BepInEx; using BepInEx.Bootstrap; using BepInEx.Configuration; using Comfort.Common; using EFT; using EFT.Settings.Graphics; using System.Collections; using System.ComponentModel; using UnityEngine; /* Dependencies: * ../BepInEx/core/ * BepInEx.dll * ../EscapeFromTarkov_Data/Managed/ * Aki.Reflection.dll * Assembly-CSharp.dll * Comfort.dll * ItemComponent.Types.dll * System.dll * Unity.Postprocessing.Runtime.dll * UnityEngine.dll * UnityEngine.CoreModule.dll */ namespace ScopeTweaks { [BepInPlugin("com.notGreg.scopeTweaks", "notGreg's Scope Tweaks", "3.5.3")] [BepInDependency("FOVFix", BepInDependency.DependencyFlags.SoftDependency)] public class Plugin : BaseUnityPlugin { ConfigEntry scopeCameraResolutionScale; //ConfigEntry scopeFixType; ConfigEntry enableDebug; enum EFOVScalingMode { Disabled, [Description("Magnified optics")] ScopesOnly, [Description("All sights")] All, } //The following assignments should allow for faster patching in the future. //The correct GClass can be found by searching for "ClearSettings" in Assembly-CSharp.dll via dnSpy, netFiddle, ilSpy, etc. SharedGameSettingsClass settingsLibrary = Singleton.Instance; //The correct GClass can be found by searching for "SetFov" in Assembly-CSharp.dll via dnSpy, netFiddle, ilSpy, etc. CameraClass setFovLibrary = CameraClass.Instance; void Awake() { if (Chainloader.PluginInfos.ContainsKey("FOVFix")) { Logger.LogWarning("Fontaine's FOV Fix detected! FOV Fix will NOT be available."); } scopeCameraResolutionScale = Config.Bind( "General", "Scope camera scale %", 80, new ConfigDescription("Additional override applied on top of currently enabled resolution scaling method.", new AcceptableValueRange(10, 100))); //scopeFixType = Config.Bind( //"General", //"High FOV sight tweak", //EFOVScalingMode.ScopesOnly, //new ConfigDescription("")); enableDebug = Config.Bind("Debug", "Enable debug logging", false); } void FixedUpdate() { //Check if the game is in a valid state and execute logic depening on the status of the game if (Singleton.Instance == null) return; GameStatus currentGameState = Singleton.Instance.Status; if (mainPlayer != null) { if (Input.GetKeyDown("[")) { StopAllCoroutines(); CameraClass.Instance.SetFov(35, 1.0f, true); } if (Input.GetKeyDown("]")) { StopAllCoroutines(); CameraClass.Instance.SetFov(defaultInGameFOV, 1.0f, true); } } //if (mainPlayer != null && mainPlayer.ProceduralWeaponAnimation.IsAiming) //{ // if (Input.GetMouseButtonDown(0)) // { // inGameFOV = 50; // } // if (Input.GetMouseButtonUp(0)) // { // inGameFOV = defaultInGameFOV; // } //} //logic should only execute once per game instead of every frame if (!gameStateChanged(currentGameState)) return; switch (currentGameState) { case GameStatus.Started: { if (enableDebug.Value) Logger.LogInfo("Getting local player"); mainPlayer = getLocalPlayer(); subscribeHandsChangedEvent(); if (enableDebug.Value) Logger.LogInfo("Assigning cameras..."); StartCoroutine(tryGetScopeCamera()); defaultInGameFOV = inGameFOV; break; } case GameStatus.SoftStopping: case GameStatus.Stopping: case GameStatus.Stopped: { if (enableDebug.Value) Logger.LogInfo("Resetting..."); scopeCamera = null; mainPlayer = null; if (enableDebug.Value) Logger.LogInfo($"Restoring FOV in settings: {defaultInGameFOV}"); inGameFOV = defaultInGameFOV; break; } default: break; } } /// /// GAME STATUS /// GameStatus lastGameState; //compare current game status to the last saved game status, return true if game status has changed bool gameStateChanged(GameStatus currentState) { if (currentState == lastGameState) return false; lastGameState = currentState; return true; } Player mainPlayer = null; //find and return the player character in the session Player getLocalPlayer() { if (enableDebug.Value) Logger.LogInfo("Looking for local player..."); Player localPlayer = Singleton.Instance.RegisteredPlayers.Find(p => p.IsYourPlayer); if (enableDebug.Value && localPlayer != null) Logger.LogInfo($"Found local player: {localPlayer.GetType()}"); return localPlayer; } /// /// FIELD OF VIEW /// /// private int defaultInGameFOV; private int inGameFOV { get { int fov = Singleton.Instance.Game.Settings.FieldOfView.Value; return fov; } set { Singleton.Instance.Game.Settings.FieldOfView.Value = value; } } /// /// CAMERA SETUP /// Camera scopeCamera = null; IEnumerator tryGetScopeCamera() { string cameraName = "BaseOpticCamera(Clone)"; if (GameObject.Find(cameraName) != null) { scopeCamera = GameObject.Find(cameraName).GetComponent(); if (enableDebug.Value) Logger.LogInfo($"Camera \"{scopeCamera.name}\" found!"); StopCoroutine(tryGetScopeCamera()); } yield break; } SSAAOptic ssaaOpticInstance = null; void setScopeCameraResolutionScale(int value) { if (scopeCamera == null || !scopeCamera.isActiveAndEnabled) { if (enableDebug.Value) Logger.LogInfo("ScopeCam inactive or absent!"); return; } if (enableDebug.Value) Logger.LogInfo($"Setting Scope res scale to {value}%"); if (ssaaOpticInstance == null) { ssaaOpticInstance = scopeCamera.GetComponent(); } ssaaOpticInstance.OpticCameraToMainCameraResolutionRatio = (float)(currentScalingFactor * (value / 100.0f)); } /// /// PLAYER WEAPON EVENTS /// void subscribeHandsChangedEvent() { if (enableDebug.Value) Logger.LogInfo("Subscribing to HandsChanged Event"); mainPlayer.HandsChangedEvent += (handsArgs) => { subscribeOnAimingChangedEvent(); }; } void subscribeOnAimingChangedEvent() { if (enableDebug.Value) Logger.LogInfo("Subscribing to OnAimingChanged Event"); mainPlayer.HandsController.OnAimingChanged += (aimingArgs) => { currentScalingFactor = getCurrentScalingFactor(); StartCoroutine(tryGetScopeCamera()); //if (!mainPlayer.ProceduralWeaponAnimation.IsAiming) //{ // float aimSpeed = 0.7f * mainPlayer.ProceduralWeaponAnimation.AimingSpeed; // switch (scopeFixType.Value) // { // case EFOVScalingMode.Disabled: // { // break; // } // case EFOVScalingMode.ScopesOnly: // { // if (mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic) // { // inGameFOV = defaultInGameFOV; // StopAllCoroutines(); // setFovLibrary.SetFov(defaultInGameFOV, aimSpeed, true); // //mainPlayer.ProceduralWeaponAnimation.ApplyFovAdjustments(mainPlayer); // } // break; // } // case EFOVScalingMode.All: // { // inGameFOV = defaultInGameFOV; // StopAllCoroutines(); // setFovLibrary.SetFov(defaultInGameFOV, aimSpeed, true); // //mainPlayer.ProceduralWeaponAnimation.ApplyFovAdjustments(mainPlayer); // break; // } // } // return; //} if (mainPlayer.ProceduralWeaponAnimation.IsAiming) { if(enableDebug.Value) Logger.LogInfo($"Scope: {mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod.Item.LocalizedName()} isOptic: {mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic}"); if (enableDebug.Value) Logger.LogInfo("Updating scope resolution"); setScopeCameraResolutionScale(scopeCameraResolutionScale.Value); defaultInGameFOV = inGameFOV; //switch (scopeFixType.Value) //{ // case EFOVScalingMode.Disabled: // { // break; // } // case EFOVScalingMode.ScopesOnly: // { // if (mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic) // { // forceADSFOV(); // } // break; // } // case EFOVScalingMode.All: // { // forceADSFOV(); // break; // } //} } }; } void forceADSFOV() { if (enableDebug.Value) Logger.LogInfo("Applying aiming tweaks"); float aimSpeed = mainPlayer.ProceduralWeaponAnimation.AimingSpeed * 0.7f; //Doesn't take effect if Fontaine's FOV Fix is loaded. if (!Chainloader.PluginInfos.ContainsKey("FOVFix")) { setFovLibrary.SetFov(35, aimSpeed, false); inGameFOV = 50; } } float currentScalingFactor = 1.0f; float getCurrentScalingFactor() { if (enableDebug.Value) Logger.LogInfo("Getting current scaling factor:"); var graphics = Singleton.Instance.Graphics.Settings; if (graphics.DLSSEnabled) { float DLSSFactor = 1.0f; switch (graphics.DLSSMode.Value) { case EDLSSMode.Off: { DLSSFactor = 1.0f; break; } case EDLSSMode.Quality: { DLSSFactor = 0.67f; break; } case EDLSSMode.Balanced: { DLSSFactor = 0.58f; break; } case EDLSSMode.Performance: { DLSSFactor = 0.5f; break; } case EDLSSMode.UltraPerformance: { DLSSFactor = 0.33f; break; } } if (enableDebug.Value) Logger.LogInfo($"DLSS factor: {DLSSFactor}"); return DLSSFactor; } if (graphics.FSREnabled) { float FSRFactor = 1.0f; switch (graphics.FSRMode.Value) { case EFSRMode.Off: { FSRFactor = 1.0f; break; } case EFSRMode.UltraQuality: { FSRFactor = 0.77f; break; } case EFSRMode.Quality: { FSRFactor = 0.66f; break; } case EFSRMode.Balanced: { FSRFactor = 0.59f; break; } case EFSRMode.Performance: { FSRFactor = 0.5f; break; } } if (enableDebug.Value) Logger.LogInfo($"FSR factor: {FSRFactor}"); return FSRFactor; } if (graphics.FSR2Enabled) { float FSR2Factor = 1.0f; switch (graphics.FSR2Mode.Value) { case EFSR2Mode.Off: { FSR2Factor = 1.0f; break; } case EFSR2Mode.Quality: { FSR2Factor = 0.67f; break; } case EFSR2Mode.Balanced: { FSR2Factor = 0.59f; break; } case EFSR2Mode.Performance: { FSR2Factor = 0.5f; break; } case EFSR2Mode.UltraPerformance: { FSR2Factor = 0.33f; break; } } if (enableDebug.Value) Logger.LogInfo($"FSR factor: {FSR2Factor}"); return FSR2Factor; } if (enableDebug.Value) Logger.LogInfo($"Supersampling factor: {graphics.SuperSamplingFactor}"); return graphics.SuperSamplingFactor; } } }