Add project files.

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User 2022-06-20 12:26:57 +02:00
parent 489b21c22c
commit a43b0237c8
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TarkovUniformAim.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.2.32602.215
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TarkovUniformAim", "TarkovUniformAim\TarkovUniformAim.csproj", "{B2F4587D-CFE6-42A6-8462-A884EB6E15CD}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
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{B2F4587D-CFE6-42A6-8462-A884EB6E15CD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{B2F4587D-CFE6-42A6-8462-A884EB6E15CD}.Debug|Any CPU.Build.0 = Debug|Any CPU
{B2F4587D-CFE6-42A6-8462-A884EB6E15CD}.Release|Any CPU.ActiveCfg = Release|Any CPU
{B2F4587D-CFE6-42A6-8462-A884EB6E15CD}.Release|Any CPU.Build.0 = Release|Any CPU
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SolutionGuid = {49C52BAD-50C6-43D2-AF11-112E812415E4}
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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("TarkovUniformAim")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("TarkovUniformAim")]
[assembly: AssemblyCopyright("Copyright © 2022")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("b2f4587d-cfe6-42a6-8462-a884eb6e15cd")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{B2F4587D-CFE6-42A6-8462-A884EB6E15CD}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>TarkovUniformAim</RootNamespace>
<AssemblyName>TarkovUniformAim</AssemblyName>
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Aki.Reflection">
<HintPath>E:\SPT-AKI\SPT-AKI 2.3.1 UniformAimTest\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\libs\EFT Trainer DLLs\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="BepInEx">
<HintPath>..\..\MyFirstPlugin\MyFirstPlugin\lib\BepInEx.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\MyFirstPlugin\MyFirstPlugin\lib\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\..\MyFirstPlugin\MyFirstPlugin\lib\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="UniformAimPatch.cs" />
<Compile Include="UniformAimUtils.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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using System.Reflection;
using Aki.Reflection.Patching;
using EFT;
using UniformAim;
namespace TarkovUniformAim
{
public class UpdateSensitivityPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(Player.FirearmController).GetMethod("UpdateSensitivity");
}
[PatchPostfix]
public static void PatchPostfix(ref float ____aimingSens)
{
____aimingSens = UniformAimUtils.adjustedSensitivity;
}
}
}

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using BepInEx;
using BepInEx.Configuration;
using System;
using UnityEngine;
using TarkovUniformAim;
namespace UniformAim
{
[BepInPlugin("com.greg.tarkovuniformaim", "Uniform Aim for Tarkov", "0.1.1")]
[BepInProcess("EscapeFromTarkov.exe")]
public class UniformAimConfig : BaseUnityPlugin
{
//Bepinex.Configurator fields
public static ConfigEntry<int> configFOV;
public static ConfigEntry<float> configCoeff;
public static ConfigEntry<int> configSens;
void Awake()
{
//Enable uniform aim patch
new UpdateSensitivityPatch().Enable();
//add configuration slider for field of view
configFOV = Config.Bind("General", "FOV", 75, new ConfigDescription("In-game Field of View value", new AcceptableValueRange<int>(50, 75)));
//add coefficient slider
configCoeff = Config.Bind("General", "Coefficient", 1.33f, new ConfigDescription("Coefficient - increases sensitivity at higher zoom levels, default 4/3", new AcceptableValueRange<float>(0.001f, 5.0f)));
//add secondary sensitivity slider for greater control
configSens = Config.Bind("General", "Sensitivity", 25, new ConfigDescription("Secondary sensitivity multiplier in case Tarkov's default isn't enough", new AcceptableValueRange<int>(1, 200)));
}
}
public class UniformAimUtils : MonoBehaviour
{
//Return aspect ratio based on game window resolution
float GetAspectRatio()
{
string screenWidth = Screen.width.ToString();
string screenHeight = Screen.height.ToString();
float resX = Convert.ToUInt16(screenWidth);
float resY = Convert.ToUInt16(screenHeight);
//Logger.LogInfo("GetAspectRatio(): resX: " + resX + " resY: " + resY);
return (resX / resY);
}
//convert degrees to radians
float Deg2Rad(float angle)
{
return (float)(angle * Math.PI / 180);
}
//convert radians to degrees
float Rad2Deg(float radian)
{
return (float)(radian * 180 / Math.PI);
}
//calculate horizontal FOV based on vertical FOV
float CalculateHFOV(float FOV)
{
float vFOVRad = Deg2Rad(FOV);
float hFOVRad = (float)(2 * Math.Atan(Math.Tan(Deg2Rad(FOV) / 2) * GetAspectRatio()));
return (float)(Math.Round(Rad2Deg(hFOVRad)));
}
//calculate sensitivity based on FOV difference and coefficient
float CalculateSensitivity(float aimedFOV, float hipFOV)
{ //clamp to avoid invalid values
aimedFOV = Mathf.Clamp(aimedFOV, 0.001f, 90f);
hipFOV = Mathf.Clamp(hipFOV, 0.001f, 90f);
//halve and convert to radians
aimedFOV = Deg2Rad(aimedFOV / 2);
hipFOV = Deg2Rad(hipFOV / 2);
//ratio of tangents as sensitivity
float sensitivity = (float)(Math.Tan(aimedFOV) / Math.Tan(hipFOV));
return sensitivity;
}
public static float adjustedSensitivity = -1f;
float lastFOV = -1f;
float lastFOV2 = -1f;
float FPSCameraFOV = -1f;
float ScopeFOV = -1f;
float currentFOV = -1f;
void Update()
{
if (Camera.allCamerasCount >= 1)
{
FPSCameraFOV = Camera.allCameras[0].fieldOfView;
}
if (Camera.allCamerasCount >= 2)
{
ScopeFOV = Camera.allCameras[1].fieldOfView;
}
if (Camera.allCamerasCount >= 1 && FPSCameraFOV != lastFOV)
{
//Logger.LogInfo("[0] FOV: " + FPSCameraFOV);
lastFOV = FPSCameraFOV;
}
if (Camera.allCamerasCount >= 2 && ScopeFOV != lastFOV2)
{
//Logger.LogInfo("[1] FOV: " + ScopeFOV);
lastFOV2 = ScopeFOV;
}
//nasty workaround for sensitivity while using PIP scopes, WILL break when FOV is set to 50
if (35 < FPSCameraFOV && FPSCameraFOV < UniformAimConfig.configFOV.Value) { currentFOV = FPSCameraFOV; }
if (Camera.allCamerasCount >= 2)
{
if (FPSCameraFOV == 35) { currentFOV = ScopeFOV; }
if (FPSCameraFOV == UniformAimConfig.configFOV.Value - 15) { currentFOV = FPSCameraFOV; }
}
adjustedSensitivity = CalculateSensitivity(currentFOV, UniformAimConfig.configFOV.Value) * 0.25f; //(float)(UniformAimConfig.configSens.Value/100)
}
}
}