Update for SPT 3.4.1
Realism Mod compatibility Fix towards weapons with no sight present
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98767f520f
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@ -1,4 +1,5 @@
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using BepInEx;
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using BepInEx;
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using BepInEx.Bootstrap;
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using BepInEx.Configuration;
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using BepInEx.Configuration;
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using Comfort.Common;
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using Comfort.Common;
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using EFT;
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using EFT;
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@ -10,23 +11,31 @@ using UnityEngine;
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namespace notGreg.UniformAim
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namespace notGreg.UniformAim
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{
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{
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[BepInPlugin("com.notGreg.UniformAim", "notGreg's Uniform Aim for Tarkov", "3.3.0")]
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[BepInPlugin("com.notGreg.UniformAim", "notGreg's Uniform Aim for Tarkov", "3.3.0")]
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[BepInDependency("RealismMod", BepInDependency.DependencyFlags.SoftDependency)]
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public class Plugin : BaseUnityPlugin
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public class Plugin : BaseUnityPlugin
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{
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{
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ConfigEntry<int> configExponent;
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ConfigEntry<int> configExponent;
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ConfigEntry<float> configSens;
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ConfigEntry<float> configSens;
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public static bool isRealismModPresent = Chainloader.PluginInfos.ContainsKey("RealismMod");
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void Awake()
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void Awake()
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{
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{
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configExponent = Config.Bind("General", "Coefficient", 133, new ConfigDescription("", new AcceptableValueRange<int>(10, 200)));
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configExponent = Config.Bind("General", "Coefficient", 133, new ConfigDescription("", new AcceptableValueRange<int>(10, 200)));
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configSens = Config.Bind("General", "Sensitivity", 1.0f, new ConfigDescription("", new AcceptableValueRange<float>(0.01f, 2.0f)));
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configSens = Config.Bind("General", "Sensitivity", 1.0f, new ConfigDescription("", new AcceptableValueRange<float>(0.01f, 2.0f)));
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if (!isRealismModPresent)
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{
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new get_AimingSensitivityPatch().Enable();
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new get_AimingSensitivityPatch().Enable();
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}
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}
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}
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Player mainPlayer;
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Player mainPlayer;
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int inGameFOV;
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int inGameFOV;
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float inGameAimedSens;
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float inGameAimedSens;
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public static float aimingSens;
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public static float aimingSens = 1.0f;
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//public static float bridgeSens = 1.0f;
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//this function can be replaced by FixedUpdate() at 50Hz (adjustable via Time.fixedDeltaTime)
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//this function can be replaced by FixedUpdate() at 50Hz (adjustable via Time.fixedDeltaTime)
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//FixedUpdate() proved to be slightly more reliable in the past, however it had other unintended effects on the game.
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//FixedUpdate() proved to be slightly more reliable in the past, however it had other unintended effects on the game.
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@ -45,12 +54,18 @@ namespace notGreg.UniformAim
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//check if the game has started and if the player exists. If the player is aiming, update the scoped sensitivity (executed every frame while aiming)
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//check if the game has started and if the player exists. If the player is aiming, update the scoped sensitivity (executed every frame while aiming)
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//Logger.LogInfo("Checking GameStatus and isAiming");
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//Logger.LogInfo("Checking GameStatus and isAiming");
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//Logger.LogInfo($"GameStatus: {currentGameStatus}");
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if (currentGameStatus == GameStatus.Started && mainPlayer != null)
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if (currentGameStatus == GameStatus.Started && mainPlayer != null)
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{
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{
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//Logger.LogInfo($"isAiming? {mainPlayer.HandsController.IsAiming}");
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//Logger.LogInfo($"isAiming? {mainPlayer.HandsController.IsAiming}");
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if (mainPlayer.HandsController.IsAiming)
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if (mainPlayer.HandsController.IsAiming)
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{
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{
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//if (isRealismModPresent)
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//{ bridgeSens = calculateSensitivity(); }
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//else
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//{
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aimingSens = calculateSensitivity();
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aimingSens = calculateSensitivity();
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//}
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}
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}
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return;
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return;
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}
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}
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@ -81,6 +96,8 @@ namespace notGreg.UniformAim
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break;
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break;
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}
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}
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}
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}
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}
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}
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//this function grabs the Field of View from the settings. This is the function that most often needs patching after update.
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//this function grabs the Field of View from the settings. This is the function that most often needs patching after update.
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@ -88,7 +105,8 @@ namespace notGreg.UniformAim
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int getInGameFOV()
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int getInGameFOV()
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{
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{
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//int fov = Singleton<GClass1642>.Instance.Game.Settings.FieldOfView; //SPT-AKI 3.2.3
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//int fov = Singleton<GClass1642>.Instance.Game.Settings.FieldOfView; //SPT-AKI 3.2.3
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int fov = Singleton<GClass1653>.Instance.Game.Settings.FieldOfView; //SPT-AKI 3.3.0
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//int fov = Singleton<GClass1653>.Instance.Game.Settings.FieldOfView; //SPT-AKI 3.3.0
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int fov = Singleton<GClass1659>.Instance.Game.Settings.FieldOfView; //SPT-AKI 3.4.1
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//Logger.LogInfo($"In-game FOV: {fov}");
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//Logger.LogInfo($"In-game FOV: {fov}");
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return fov;
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return fov;
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}
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}
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@ -98,13 +116,15 @@ namespace notGreg.UniformAim
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float getInGameAimSens()
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float getInGameAimSens()
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{
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{
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//float sens = Singleton<GClass1642>.Instance.Control.Settings.MouseAimingSensitivity; //SPT-AKI 3.2.*
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//float sens = Singleton<GClass1642>.Instance.Control.Settings.MouseAimingSensitivity; //SPT-AKI 3.2.*
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float sens = Singleton<GClass1653>.Instance.Control.Settings.MouseAimingSensitivity; //SPT-AKI 3.3.0
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//float sens = Singleton<GClass1653>.Instance.Control.Settings.MouseAimingSensitivity; //SPT-AKI 3.3.0
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float sens = Singleton<GClass1659>.Instance.Control.Settings.MouseAimingSensitivity; //SPT-AKI 3.4.1
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//Logger.LogInfo($"In-game AimSens: {sens}");
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//Logger.LogInfo($"In-game AimSens: {sens}");
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return sens;
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return sens;
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}
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}
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Player getLocalPlayer()
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Player getLocalPlayer()
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{
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{
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//Logger.LogInfo("Setting local player...");
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return Singleton<GameWorld>.Instance.RegisteredPlayers.Find(p => p.IsYourPlayer);
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return Singleton<GameWorld>.Instance.RegisteredPlayers.Find(p => p.IsYourPlayer);
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}
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}
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@ -143,27 +163,31 @@ namespace notGreg.UniformAim
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yield break;
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yield break;
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}
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}
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//convert vertical FOV (degrees) to horizontal FOV (degrees)
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float calculateHFOV(Camera camera)
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{
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return Camera.VerticalToHorizontalFieldOfView(camera.fieldOfView, camera.aspect);
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}
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//figure out whether the player is using a magnified optic or not. Return the FOV of the sight.
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//figure out whether the player is using a magnified optic or not. Return the FOV of the sight.
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Camera determineCurrentAimedFOV()
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Camera determineCurrentAimedFOV()
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{
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{
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var currentAimingMode = mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod;
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//Logger.LogInfo("Get current aiming mod");
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//Logger.LogInfo($"MainPlayer {mainPlayer.name}");
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//Logger.LogInfo($"ProcWeapAnim {mainPlayer.ProceduralWeaponAnimation}");
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//Logger.LogInfo($"CurrAimMod {mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod}");
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if (mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod == null)
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{
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return mainCamera;
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}
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var currentAimingMod = mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod;
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//get the name of the currently active scope
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//get the name of the currently active scope
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string scopeName = currentAimingMode.Item.Template.Name;
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//string scopeName = currentAimingMod.Item.Template.Name;
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string scopeName = currentAimingMod.Item.Name;
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//Logger.LogInfo($"Scope name: {scopeName}");
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//Logger.LogInfo($"Scope name: {scopeName}");
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//scopeMode determines the scope being used (e.g. main magnified optic at index 0, backup RDS at index 1)
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//scopeMode determines the scope being used (e.g. main magnified optic at index 0, backup RDS at index 1)
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//scopeIndex determines the mode of the scope being used (e.g. x1 magnification at index 0, x4 magnification at index 1)
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//scopeIndex determines the mode of the scope being used (e.g. x1 magnification at index 0, x4 magnification at index 1)
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//there are exceptions to this rule thanks to BSG's inconsistency, some of them are patched below
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//there are exceptions to this rule thanks to BSG's inconsistency, some of them are patched below
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var scopeIndex = currentAimingMode.SelectedScopeIndex;
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var scopeIndex = currentAimingMod.SelectedScopeIndex;
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var scopeMode = currentAimingMode.SelectedScopeMode;
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var scopeMode = currentAimingMod.SelectedScopeMode;
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//Logger.LogInfo("Index: " + scopeIndex + "\nMode: " + scopeMode);
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//Logger.LogInfo("Index: " + scopeIndex + "\nMode: " + scopeMode);
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@ -193,7 +217,7 @@ namespace notGreg.UniformAim
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{
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{
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if (scopeIndex == 1)
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if (scopeIndex == 1)
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{
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{
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//Logger.Loginfo($"G36 Rail sight");
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//Logger.LogInfo($"G36 Rail sight");
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return mainCamera;
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return mainCamera;
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}
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}
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else
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else
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@ -219,13 +243,14 @@ namespace notGreg.UniformAim
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float calculateSensitivity()
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float calculateSensitivity()
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{
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{
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//Logger.LogInfo("calculateSensitivity()");
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//grab vertical hipfire field of view (FOV set by the user in the setting), then convert it to horizontal FOV
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//grab vertical hipfire field of view (FOV set by the user in the setting), then convert it to horizontal FOV
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//convert degrees to radians
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//convert degrees to radians
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float hipFOV = Mathf.Deg2Rad * Camera.VerticalToHorizontalFieldOfView(inGameFOV, mainCamera.aspect);
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float hipFOV = Mathf.Deg2Rad * Camera.VerticalToHorizontalFieldOfView(inGameFOV, mainCamera.aspect);
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//grab current field of view while aiming, then convert it to horizontal FOV
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//grab current field of view while aiming, then convert it to horizontal FOV
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//convert degrees to radians
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//convert degrees to radians
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float aimedFOV = Mathf.Deg2Rad * calculateHFOV(determineCurrentAimedFOV());
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float aimedFOV = Mathf.Deg2Rad * Camera.VerticalToHorizontalFieldOfView(determineCurrentAimedFOV().fieldOfView, mainCamera.aspect);
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//exponent applied to the ratio of aimedFOV to hipFOV, causes sights to become relatively faster or slower as zoom increases
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//exponent applied to the ratio of aimedFOV to hipFOV, causes sights to become relatively faster or slower as zoom increases
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float exponent = 100f / configExponent.Value;
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float exponent = 100f / configExponent.Value;
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@ -38,27 +38,27 @@
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<ItemGroup>
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<ItemGroup>
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<Reference Include="Aki.Reflection, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="Aki.Reflection, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.4.1\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll</HintPath>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.4.1\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="BepInEx, Version=5.4.21.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="BepInEx, Version=5.4.21.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\BepInEx\core\BepInEx.dll</HintPath>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.4.1\BepInEx\core\BepInEx.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="Comfort, Version=1.0.0.4, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="Comfort, Version=1.0.0.4, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\Comfort.dll</HintPath>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.4.1\EscapeFromTarkov_Data\Managed\Comfort.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\UnityEngine.dll</HintPath>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.4.1\EscapeFromTarkov_Data\Managed\UnityEngine.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.4.1\EscapeFromTarkov_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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</Reference>
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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