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