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10 Commits

Author SHA1 Message Date
e12a9a69ed Updated for SPT-AKI 3.8.0 2024-04-26 14:03:42 +02:00
gregkprojects
090125b836 Updated for SPT-AKI 3.7.6
Sensitivity as integer for UX (float was too finnicky)
2024-01-02 17:14:30 +01:00
4a8da5a6ac Updated version number :) Code is fine, just needs to be recompiled with the latest assemblies. 2023-06-01 18:05:45 +02:00
eca93b02cd Improved sight detection logic. 2023-04-01 16:44:32 +02:00
60e25fa04a Updated for SPT-AKI 3.5.3 2023-03-25 11:28:04 +01:00
17341ad1f9 Merge pull request 'Updated for SPT-AKI 3.5.2' (#1) from TheSparta/UniformAim:master into master
Reviewed-on: #1
2023-03-25 10:12:28 +00:00
945bd0fd67 Updated for SPT-AKI 3.5.2
- Updated for SPT-AKI 3.5.2
- Fixed the Visual Studio solution file, it should correctly open the project now.
2023-03-10 15:54:59 +00:00
08f0319d29 Updated for SPT-AKI 3.5.0 2023-02-28 15:47:02 +01:00
4e5d8d28a5 Update for SPT-AKI 3.4.1, compatibility towards RealismMod 2023-01-09 17:48:25 +01:00
abf160f4e7 Fixes towards G36 carry handle sights 2022-12-10 16:47:02 +01:00
9 changed files with 269 additions and 443 deletions

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@ -3,7 +3,7 @@ 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}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "notGreg.UniformAim", "TarkovUniformAim\notGreg.UniformAim.csproj", "{B2F4587D-CFE6-42A6-8462-A884EB6E15CD}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -11,8 +11,8 @@ Global
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{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}.Debug|Any CPU.ActiveCfg = Release|Any CPU
{B2F4587D-CFE6-42A6-8462-A884EB6E15CD}.Debug|Any CPU.Build.0 = Release|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
EndGlobalSection

26
TarkovUniformAim/Patch.cs Normal file
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@ -0,0 +1,26 @@
using Aki.Reflection.Patching;
using EFT;
using System.Reflection;
namespace notGreg.UniformAim
{
internal class get_AimingSensitivityPatch : ModulePatch
{
private float myAimingSens;
public float MyAimingSens
{
get { return myAimingSens; }
set { myAimingSens = value; }
}
protected override MethodBase GetTargetMethod()
{
return typeof(Player.FirearmController).GetMethod("get_AimingSensitivity");
}
[PatchPostfix]
public static void PatchPostfix(ref float ____aimingSens)
{
____aimingSens = Plugin.aimingSens;
}
}
}

221
TarkovUniformAim/Plugin.cs Normal file
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@ -0,0 +1,221 @@
using BepInEx;
using BepInEx.Bootstrap;
using BepInEx.Configuration;
using Comfort.Common;
using EFT;
using System;
using System.Collections;
using UnityEngine;
// DLL dependencies needed to update the Uniform Aim Mod for newer versions of the game
//%tarkovdir%\BepInEx\core\BepInEx.dll
//%tarkovdir%\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll
//%tarkovdir%\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll
//%tarkovdir%\EscapeFromTarkov_Data\Managed\Comfort.dll
//%tarkovdir%\EscapeFromTarkov_Data\Managed\UnityEngine.dll
//%tarkovdir%\EscapeFromTarkov_Data\Managed\UnityEngine.CoreModule.dll
namespace notGreg.UniformAim
{
[BepInPlugin("com.notGreg.UniformAim", "notGreg's Uniform Aim for Tarkov", "3.8.0")]
[BepInDependency("RealismMod", BepInDependency.DependencyFlags.SoftDependency)]
public class Plugin : BaseUnityPlugin
{
ConfigEntry<int> configExponent;
ConfigEntry<int> configSens;
ConfigEntry<bool> enableDebug;
public static bool isRealismModPresent = Chainloader.PluginInfos.ContainsKey("RealismMod");
void Awake()
{
configExponent = Config.Bind("General", "Coefficient", 133, new ConfigDescription("", new AcceptableValueRange<int>(10, 500)));
//configSens = Config.Bind("General", "Sensitivity", 1.0f, new ConfigDescription("", new AcceptableValueRange<float>(0.01f, 2.0f))); // an old float-based sensitivity for future reference
configSens = Config.Bind("General", "Sensitivity", 100, new ConfigDescription("", new AcceptableValueRange<int>(10, 200)));
enableDebug = Config.Bind("Debug", "Enable debug logging", false);
if (!isRealismModPresent)
{
new get_AimingSensitivityPatch().Enable();
}
else
{
if(enableDebug.Value) Logger.LogInfo("RealismMod detected! Abandoning aimingSens patch...\nMake sure to use the compatibility plugin!");
}
}
Player mainPlayer;
int inGameFOV;
float inGameAimedSens;
public static float aimingSens = 1.0f;
//this function can be replaced by FixedUpdate() at 50Hz (adjustable via Time.fixedDeltaTime)
//FixedUpdate() proved to be slightly more reliable in the past, however it had other unintended effects on the game.
void FixedUpdate()
{
//check if the world instance exists
if (Singleton<AbstractGame>.Instance == null)
{
return;
}
//grab the game status of the existing instance
GameStatus currentGameStatus = Singleton<AbstractGame>.Instance.Status;
//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)
if (currentGameStatus == GameStatus.Started && mainPlayer != null)
{
if (mainPlayer.HandsController.IsAiming)
{
aimingSens = calculateSensitivity();
}
return;
}
if(enableDebug.Value) Logger.LogInfo("Switch on GameStatus");
switch (currentGameStatus)
{
case GameStatus.Started:
{
mainPlayer = getLocalPlayer();
if(enableDebug.Value) Logger.LogInfo($"Subscribing to onAimingChanged event");
subscribeOnAimingChanged();
if(enableDebug.Value) Logger.LogInfo("TryGetCameras coroutines");
StartCoroutine(tryGetMainCamera());
StartCoroutine(tryGetScopeCamera());
break;
}
case GameStatus.SoftStopping:
case GameStatus.Stopped:
{
mainPlayer = null;
break;
}
default:
{
break;
}
}
}
//this function grabs the Field of View from the settings. This is the function that most often needs patching after update.
//Appropriate class can usually be found by searching for the "ClearSettings" function.
int getInGameFOV()
{
int fov = Singleton<SharedGameSettingsClass>.Instance.Game.Settings.FieldOfView;
return fov;
}
//this function grabs the Aiming Sensitivity from the settings. This is the function that most often needs patching after update.
//Appropriate class can usually be found by searching for the "ClearSettings" function.
float getInGameAimSens()
{
float sens = Singleton<SharedGameSettingsClass>.Instance.Control.Settings.MouseAimingSensitivity;
if(enableDebug.Value) Logger.LogInfo($"In-game AimSens: {sens}");
return sens;
}
Player getLocalPlayer()
{
if(enableDebug.Value) Logger.LogInfo("Setting local player...");
return Singleton<GameWorld>.Instance.RegisteredPlayers.Find(p => p.IsYourPlayer) as Player;
}
WaitForSecondsRealtime myDelay = new WaitForSecondsRealtime(1f);
Camera mainCamera;
Camera scopeCamera;
//this coroutine attempts to find the FPS Camera in the scene.
IEnumerator tryGetMainCamera()
{
string cameraName = "FPS Camera";
if (GameObject.Find(cameraName) != null)
{
mainCamera = GameObject.Find(cameraName).GetComponent<Camera>();
if (enableDebug.Value) Logger.LogInfo($"{mainCamera.name} found!");
}
else
{
if (enableDebug.Value) Logger.LogMessage($"Camera \"{cameraName}\" not found, rescheduling...");
yield return myDelay;
StartCoroutine(tryGetMainCamera());
yield break;
}
yield return null;
}
//this coroutine attempts to find existing baseOpticCamera in the scene.
IEnumerator tryGetScopeCamera()
{
string cameraName = "BaseOpticCamera(Clone)";
if (GameObject.Find(cameraName) != null)
{
scopeCamera = GameObject.Find(cameraName).GetComponent<Camera>();
if(enableDebug.Value) Logger.LogInfo($"{scopeCamera.name} found!");
}
yield break;
}
//figure out whether the player is using a magnified optic or not. Return the camera of the sight.
float determineCurrentAimedFOV()
{
if(enableDebug.Value)
{
Logger.LogInfo($"Current scope: {mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod.Item.LocalizedName()} isOptic? {mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic}");
}
if (mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic)
{
return scopeCamera.fieldOfView;
}
return mainCamera.fieldOfView;
}
float calculateSensitivity()
{
if(enableDebug.Value) Logger.LogInfo("calculateSensitivity()");
//grab vertical hipfire field of view (FOV set by the user in the setting), then convert it to horizontal FOV
//convert degrees to radians
float hipFOV = Mathf.Deg2Rad * Camera.VerticalToHorizontalFieldOfView(inGameFOV, mainCamera.aspect);
//grab current field of view while aiming, then convert it to horizontal FOV
//convert degrees to radians
float aimedFOV = Mathf.Deg2Rad * Camera.VerticalToHorizontalFieldOfView(determineCurrentAimedFOV(), mainCamera.aspect);
//exponent applied to the ratio of aimedFOV to hipFOV, causes sights to become relatively faster or slower as zoom increases
float exponent = 100f / configExponent.Value;
float tanRatio = (float)(Mathf.Tan(aimedFOV / 2) / Mathf.Tan(hipFOV / 2));
float sensitivity = (float)Math.Pow(tanRatio, exponent) * inGameAimedSens;
if(enableDebug.Value) Logger.LogInfo($"Sensitivity: {sensitivity}");
return sensitivity * (configSens.Value / 100.0f);
}
void subscribeOnAimingChanged()
{
//HandsChangedEvent triggers whenever player changes weapons
//without it the patch would cease to work as expected when weapons were changed
mainPlayer.HandsChangedEvent += (handsArgs) =>
{
//onAimingChanged triggers whenever the player starts or stops aiming.
mainPlayer.HandsController.OnAimingChanged += (aimArgs) =>
{
if (enableDebug.Value) Logger.LogInfo($"Scope: {mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod.Item.LocalizedName()} isOptic? {mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic}");
inGameFOV = getInGameFOV();
inGameAimedSens = getInGameAimSens();
StartCoroutine(tryGetScopeCamera());
};
};
}
}
}

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@ -1,41 +0,0 @@
using UnityEngine;
using System.Collections;
using System.Threading.Tasks;
namespace UniformAim
{
internal class SightPatches : MonoBehaviour
{
internal IEnumerator delayedLoad()
{
yield return new WaitForSeconds(5);
findOptics();
}
internal static System.Collections.Generic.Dictionary<string, GameObject> customOpticPatches = new System.Collections.Generic.Dictionary<string, GameObject>() { {"scope_leupold_d_evo(Clone)", null},
{"tactical_mp155_kalashnikov_ultima_camera(Clone)", null } };
internal async void findOptics()
{
Utils utils = new Utils();
SightModVisualControllers[] sightControllers = FindObjectsOfType<SightModVisualControllers>();
if (sightControllers.Length == 0)
{
StartCoroutine(delayedLoad());
}
foreach (SightModVisualControllers sightController in sightControllers)
{
if (customOpticPatches.ContainsKey(sightController.name))
{
customOpticPatches[sightController.name] = sightController.gameObject;
}
}
await Task.Yield();
}
}
}

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@ -1,69 +0,0 @@
using BepInEx;
using BepInEx.Configuration;
using System;
using UnityEngine;
namespace UniformAim
{
internal class Core
{
//math stuff
internal float CalculateHFOV(float FOV)
{
//RETURNS RADIANS
return Camera.VerticalToHorizontalFieldOfView(FOV, Camera.main.aspect);
}
//calculate sensitivity based on FOV delta and coefficient
internal float CalculateSensitivity(float aimedFOV, float hipFOV)
{
//calculate horizontal FOV values for inputs
aimedFOV = CalculateHFOV(aimedFOV) * Mathf.Deg2Rad;
hipFOV = CalculateHFOV(hipFOV) * Mathf.Deg2Rad;
float exponent = (float)(100f / Plugin.configCoeff.Value);
float tanRatio = (float)(Math.Tan(aimedFOV / 2) / (Math.Tan(hipFOV / 2)));
float sensitivity = Plugin.configSens.Value / 100f;
float result = (float)Math.Pow(tanRatio, exponent) * sensitivity;
return result;
}
//check if BaseOpticCamera is present and active
static bool isScopeCameraActive()
{
if(Camera.allCamerasCount > 1) { return Camera.allCameras[1].GetComponent<Behaviour>().isActiveAndEnabled; }
return false;
}
//figure out current fov based on scope and in-game camera statuses
internal float DetermineCurrentFOV(float FPSCameraFOV = 60f, float ScopeCameraFOV = 28f, int SelectedScope = 0, int SelectedScopeMode = 0)
{
var leupold = SightPatches.customOpticPatches["scope_leupold_d_evo(Clone)"];
var ultima = SightPatches.customOpticPatches["tactical_mp155_kalashnikov_ultima_camera(Clone)"];
if (leupold != null && leupold.activeInHierarchy)
{
switch (Plugin.SelectedScope)
{
case 0: return Plugin.currentFPSCameraFOV;
case 1: return Plugin.currentScopeCameraFOV;
}
}
if (ultima != null && ultima.activeInHierarchy && isScopeCameraActive() && Plugin.currentScopeCameraFOV == 15)
{
return Plugin.currentFPSCameraFOV;
}
if (Plugin.SelectedScope == 0 && isScopeCameraActive())
{
return Plugin.currentScopeCameraFOV;
}
return Plugin.currentFPSCameraFOV;
}
}
}

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@ -1,71 +0,0 @@
using Aki.Reflection.Patching;
using EFT;
using System.Reflection;
namespace UniformAim
{
public class UpdateSensitivityPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(Player.FirearmController).GetMethod("UpdateSensitivity");
}
[PatchPostfix]
public static void PatchPostfix(ref float ____aimingSens)
{
____aimingSens = Plugin.mySens;
}
}
public class get_AimingSensitivityPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(Player.FirearmController).GetMethod("get_AimingSensitivity");
}
[PatchPostfix]
public static void PatchPostfix(ref float ____aimingSens)
{
____aimingSens = Plugin.mySens;
}
}
public class get_SelectedScopeIndexPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(EFT.InventoryLogic.SightComponent).GetMethod("get_SelectedScopeIndex");
}
[PatchPostfix]
public static void PatchPostfix(ref int ___SelectedScope)
{
Plugin.SelectedScope = ___SelectedScope;
}
}
public class get_SelectedScopeModePatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(EFT.InventoryLogic.SightComponent).GetMethod("get_SelectedScopeMode");
}
[PatchPostfix]
public static void PatchPostfix(ref int[] ___ScopesSelectedModes)
{
Plugin.SelectedScopeMode = ___ScopesSelectedModes[Plugin.SelectedScope];
}
}
public class get_IsAimingPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(Player.FirearmController).GetMethod("get_IsAiming");
}
[PatchPostfix]
public static void PatchPostfix(ref bool ____isAiming)
{
Plugin.isAiming = ____isAiming;
}
}
}

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@ -1,154 +0,0 @@
using BepInEx;
using BepInEx.Configuration;
using Comfort.Common;
using UnityEngine;
using System;
using System.Collections;
using System.Threading.Tasks;
namespace UniformAim
{
[BepInPlugin("com.greg.tarkovuniformaim", "notGreg's Uniform Aim for Tarkov", "1.1.4")]
[BepInProcess("EscapeFromTarkov.exe")]
public class Plugin : BaseUnityPlugin
{
//Bepinex.Configurator fields
public static ConfigEntry<int> configFOV;
int[] FOVRange = new int[2] { 50, 75 };
ConfigEntry<bool> configFOVRangeOverride;
public static ConfigEntry<int> configCoeff;
public static ConfigEntry<int> configSens;
ConfigEntry<bool> configDebug;
//only for persistence
ConfigEntry<float> inGameSens;
public static float mySens = 1f;
//public static float aimingSens;
//sight data for hacky workarounds
public static int SelectedScope = 0;
public static int SelectedScopeMode = 0;
public static bool isAiming = false;
//human-friendly names for variables used later
float baseCameraFOV = 75;
public static float currentFPSCameraFOV = 75;
public static float currentScopeCameraFOV = 75;
Core core = new Core();
Utils utils = new Utils();
Vector2 FOVInfo = new Vector2(75, 35);
Vector2 ScopeInfo = new Vector2(0, 0);
bool delayed = false;
void Awake()
{
//override FOV range
configFOVRangeOverride = Config.Bind("General", "FOV Override", false, new ConfigDescription("Override FOV range for compatibility with other mods. Requires restart."));
if (configFOVRangeOverride.Value)
{
FOVRange[0] = 1; FOVRange[1] = 178;
}
//add configuration slider for field of view
configFOV = Config.Bind("General", "FOV", 75, new ConfigDescription("In-game Field of View value", new AcceptableValueRange<int>(FOVRange[0], FOVRange[1])));
//add coefficient slider
configCoeff = Config.Bind("General", "Coefficient", 133, new ConfigDescription("Coefficient - increases sensitivity at higher zoom levels", new AcceptableValueRange<int>(1, 300)));
//add sensitivity slider
configSens = Config.Bind("General", "Sensitivity", 100, new ConfigDescription("Fine control over sensitivity while aiming", new AcceptableValueRange<int>(1, 200)));
//enable debug logging
configDebug = Config.Bind("Debug", "Enable logging?", false, new ConfigDescription("Enables logging in BepInEx console"));
//settings for persistence, these values get updated when the in-game menu is opened
inGameSens = Config.Bind("¡Do not touch unless necessary!", "In-game Aiming Sensitivity value", 0.5f, new ConfigDescription("Should update on its own - kept for persistence between sessions.", new AcceptableValueRange<float>(0.1f, 5.0f)));
enablePatches();
}
bool doOnce = false;
void FixedUpdate()
{
//FixedUpdate() at 50Hz (Unity default) tickrate appears to resolve the issue of this script breaking when AI spawns
Time.fixedDeltaTime = (1f / 50f);
if (utils.SetRootObject() != null)
{
var rootObject = utils.SetRootObject();
//only update these values if the menu has been opened, otherwise read the config
if (rootObject.transform.Find("Game Settings").gameObject.activeInHierarchy)
{
if (!configFOVRangeOverride.Value) { configFOV.Value = 50 + utils.GetInGameFOV(rootObject); }
inGameSens.Value = utils.GetInGameSens(rootObject);
}
}
//check if the player is in the Hideout or in a Raid
var isRunning = utils.checkIsReady();
if (!isRunning) {
doOnce = false;
return; }
//if (Camera.main == null) return;
if (isRunning)
{
if(!doOnce)
{
SightPatches sightPatches = new SightPatches();
StartCoroutine(sightPatches.delayedLoad());
doOnce = true;
}
//check if the player is aiming
if (isAiming)
{
//Grab FOV values for calculation
currentFPSCameraFOV = Camera.allCameras[0].fieldOfView; //Camera[0] tends to be FPS Camera
if (Camera.allCamerasCount > 1) { currentScopeCameraFOV= Camera.allCameras[1].fieldOfView; } //Camera[1] tends to be BaseOpticCamera
//Figure out if the FPSCamera is zoomed in, prevents the script from ticking while the player is healing
if (currentFPSCameraFOV < configFOV.Value) {
FOVInfo = new Vector2(currentFPSCameraFOV, currentScopeCameraFOV);
ScopeInfo = new Vector2(SelectedScope, SelectedScopeMode);
mySens = inGameSens.Value * core.CalculateSensitivity(core.DetermineCurrentFOV(FOVInfo.x, FOVInfo.y, (int)ScopeInfo.x, (int)ScopeInfo.y), configFOV.Value);
}
}
//Print debug info in BepInEx console
if (configDebug.Value && delayed) printDebug();
}
}
string lastDebugLog;
void printDebug()
{
string debugLog = $"\nIn-Game FOV: {configFOV.Value} | In-Game Sens: {inGameSens.Value} | FOV Override: {configFOVRangeOverride.Value}" +
$"\nFPS Camera FOV: {currentFPSCameraFOV}V / {core.CalculateHFOV(currentFPSCameraFOV)}H | BaseOpticCamera FOV: {currentScopeCameraFOV}V / {core.CalculateHFOV(currentScopeCameraFOV)}H | CurrentFOV: {core.DetermineCurrentFOV(FOVInfo.x, FOVInfo.y, (int)ScopeInfo.x, (int)ScopeInfo.y)}V / {core.CalculateHFOV(core.DetermineCurrentFOV(FOVInfo.x, FOVInfo.y, (int)ScopeInfo.x, (int)ScopeInfo.y))}H" +
$"\nisAiming? {isAiming} | SelectedScope: {SelectedScope} | SelectedScopeMode:{SelectedScopeMode}" +
$"\nCalculated sensitivity: {core.CalculateSensitivity(core.DetermineCurrentFOV(FOVInfo.x, FOVInfo.y, (int)ScopeInfo.x, (int)ScopeInfo.y), baseCameraFOV)}" +
$"\nAspect Ratio: {Camera.main.aspect}" +
$"\nFinal Sensitivity: {mySens}";
if (lastDebugLog != debugLog) { Logger.LogInfo(debugLog); lastDebugLog = debugLog; }
}
void enablePatches()
{
Logger.LogInfo("Enabling patches!");
new UpdateSensitivityPatch().Enable();
new get_AimingSensitivityPatch().Enable();
new get_SelectedScopeIndexPatch().Enable();
new get_SelectedScopeModePatch().Enable();
new get_IsAimingPatch().Enable();
delayed = true;
}
}
}

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@ -1,67 +0,0 @@
using Comfort.Common;
using EFT;
using UnityEngine;
namespace UniformAim
{
public class Utils
{
//bool isPlaying = false;
//GameObject rootObject = null;
public bool checkIsReady()
{
var gameWorld = Singleton<GameWorld>.Instance;
var sessionResultPanel = Singleton<SessionResultPanel>.Instance;
if (gameWorld == null
|| gameWorld.AllPlayers == null
|| gameWorld.AllPlayers.Count <= 0
|| sessionResultPanel != null
|| Camera.main == null)
{
return false;
}
return true;
}
bool checkPlayerIsAlive()
{
var gameWorld = Singleton<GameWorld>.Instance;
var currentHealth = gameWorld.AllPlayers[0].HealthController.GetBodyPartHealth(EBodyPart.Common).Current;
if (currentHealth > 0) { return true; } else { return false; }
}
public GameObject SetRootObject()
{
string path = "Common UI/Common UI/SettingsScreen";
if(GameObject.Find(path) != null)
{
GameObject rootObject = GameObject.Find(path);
return rootObject;
}
else { return null; }
}
public int GetInGameFOV(GameObject root)
{
GameObject fovObject = root.transform.Find("Game Settings/Image/Other Settings/FOV/FOV").gameObject;
int rootFOV = fovObject.GetComponent<EFT.UI.SelectSlider>().CurrentValue();
return rootFOV;
}
public float GetInGameSens(GameObject root)
{
GameObject sensObject = root.transform.Find("Control Settings/ControlPanel/Mouse Settings/Sensitivity Aiming Panel/Mouse Sensitivity Aiming").gameObject;
float rootSens = sensObject.GetComponent<EFT.UI.FloatSlider>().CurrentValue();
return rootSens;
}
}
}

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@ -7,8 +7,8 @@
<ProjectGuid>{B2F4587D-CFE6-42A6-8462-A884EB6E15CD}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>TarkovUniformAim</RootNamespace>
<AssemblyName>TarkovUniformAim</AssemblyName>
<RootNamespace>UniformAim</RootNamespace>
<AssemblyName>notGreg.UniformAim</AssemblyName>
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
@ -31,54 +31,35 @@
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony, Version=2.9.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\MyFirstPlugin\MyFirstPlugin\lib\0Harmony.dll</HintPath>
</Reference>
<Compile Include="Patch.cs" />
<Compile Include="Plugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="Aki.Reflection, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SPT-AKI\SPT-AKI 3.1.1\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
<HintPath>G:\SPT\SPT-AKI 3.8.0\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\libs\EFT Trainer DLLs\Assembly-CSharp.dll</HintPath>
<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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