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 configExponent; ConfigEntry configSens; ConfigEntry enableDebug; public static bool isRealismModPresent = Chainloader.PluginInfos.ContainsKey("RealismMod"); void Awake() { configExponent = Config.Bind("General", "Coefficient", 133, new ConfigDescription("", new AcceptableValueRange(10, 500))); //configSens = Config.Bind("General", "Sensitivity", 1.0f, new ConfigDescription("", new AcceptableValueRange(0.01f, 2.0f))); // an old float-based sensitivity for future reference configSens = Config.Bind("General", "Sensitivity", 100, new ConfigDescription("", new AcceptableValueRange(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.Instance == null) { return; } //grab the game status of the existing instance GameStatus currentGameStatus = Singleton.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($"Subscribing to onAimingChanged event"); subscribeOnAimingChanged(); if(enableDebug.Value) Logger.LogInfo("TryGetCameras coroutines"); StartCoroutine(tryGetMainCamera()); StartCoroutine(tryGetScopeCamera()); break; } case GameStatus.SoftStopping: case GameStatus.Stopped: { mainPlayer = null; break; } default: { break; } } } //this function grabs the Field of View from the settings. This is the function that most often needs patching after update. //Appropriate class can usually be found by searching for the "ClearSettings" function. int getInGameFOV() { int fov = Singleton.Instance.Game.Settings.FieldOfView; return fov; } //this function grabs the Aiming Sensitivity from the settings. This is the function that most often needs patching after update. //Appropriate class can usually be found by searching for the "ClearSettings" function. float getInGameAimSens() { float sens = Singleton.Instance.Control.Settings.MouseAimingSensitivity; if(enableDebug.Value) Logger.LogInfo($"In-game AimSens: {sens}"); return sens; } Player getLocalPlayer() { if(enableDebug.Value) Logger.LogInfo("Setting local player..."); return Singleton.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(); 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(); 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()); }; }; } } }