284 lines
12 KiB
C#
284 lines
12 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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namespace notGreg.UniformAim
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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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[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<float> configSens;
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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, 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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if (!isRealismModPresent)
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{
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new get_AimingSensitivityPatch().Enable();
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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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//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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//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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//Logger.LogInfo("Checking world instance");
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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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//Logger.LogInfo("Checking game status");
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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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//Logger.LogInfo("Checking GameStatus and isAiming");
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//Logger.LogInfo($"GameStatus: {currentGameStatus}");
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if (currentGameStatus == GameStatus.Started && mainPlayer != null)
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{
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//Logger.LogInfo($"isAiming? {mainPlayer.HandsController.IsAiming}");
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if (mainPlayer.HandsController.IsAiming)
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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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//}
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}
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return;
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}
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//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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//Logger.LogInfo($"Subscribing to onAimingChanged event");
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subscribeOnAimingChanged();
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//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<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<GClass1659>.Instance.Game.Settings.FieldOfView; //SPT-AKI 3.4.1
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//Logger.LogInfo($"In-game FOV: {fov}");
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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<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<GClass1659>.Instance.Control.Settings.MouseAimingSensitivity; //SPT-AKI 3.4.1
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//Logger.LogInfo($"In-game AimSens: {sens}");
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return sens;
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}
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Player getLocalPlayer()
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{
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//Logger.LogInfo("Setting local player...");
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return Singleton<GameWorld>.Instance.RegisteredPlayers.Find(p => p.IsYourPlayer);
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}
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WaitForSecondsRealtime myDelay = new WaitForSecondsRealtime(1f);
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Camera mainCamera;
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Camera scopeCamera;
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//this coroutine attempts to find the FPS Camera in the scene.
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IEnumerator tryGetMainCamera()
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{
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string cameraName = "FPS Camera";
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if (GameObject.Find(cameraName) != null)
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{
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mainCamera = GameObject.Find(cameraName).GetComponent<Camera>();
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//Logger.LogInfo($"{mainCamera.name} found!");
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}
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else
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{
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//Logger.LogMessage($"Camera \"{cameraName}\" not found, rescheduling...");
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yield return myDelay;
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StartCoroutine(tryGetMainCamera());
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yield break;
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}
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yield return null;
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}
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//this coroutine attempts to find existing baseOpticCamera in the scene. The state of this camera is used to determine whether the player is using a magnified optic or not.
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IEnumerator tryGetScopeCamera()
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{
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string cameraName = "BaseOpticCamera(Clone)";
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if (GameObject.Find(cameraName) != null)
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{
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scopeCamera = GameObject.Find(cameraName).GetComponent<Camera>();
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//Logger.LogInfo($"{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 FOV of the sight.
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Camera determineCurrentAimedFOV()
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{
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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($"CurrAimMod {mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod}");
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if (mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod == null)
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{
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return mainCamera;
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}
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var currentAimingMod = mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod;
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//get the name of the currently active scope
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//string scopeName = currentAimingMod.Item.Template.Name;
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string scopeName = currentAimingMod.Item.Name;
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//Logger.LogInfo($"Scope name: {scopeName}");
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//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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//there are exceptions to this rule thanks to BSG's inconsistency, some of them are patched below
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var scopeIndex = currentAimingMod.SelectedScopeIndex;
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var scopeMode = currentAimingMod.SelectedScopeMode;
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//Logger.LogInfo("Index: " + scopeIndex + "\nMode: " + scopeMode);
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//patches for specific scopes, matches item name
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switch (scopeName)
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{
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case "tactical_mp155_kalashnikov_ultima_camera":
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{
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//Logger.LogInfo("MP-155 Thermal");
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return mainCamera;
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}
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//SAM-SWAT's Leupold D-Evo optic patch. The modes on this scope are reversed. Causes detection based on baseOpticCamera to fail as the magnified optic camera is always active
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case "scope_leupold_d_evo":
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{
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if (scopeMode == 0)
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{
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//Logger.LogInfo($"Leupold D-EVO BUIS FOV: {mainCamera.fieldOfView}");
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return mainCamera;
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}
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else
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{
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//Logger.LogInfo($"Leupold D-EVO Scope FOV: {scopeCamera.fieldOfView}");
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return scopeCamera;
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}
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}
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case "scope_base_trijicon_acog_ta11_3,5x35":
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{
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if (scopeIndex == 1)
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{
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//Logger.LogInfo($"G36 Rail sight");
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return mainCamera;
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}
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else
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{
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return scopeCamera;
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}
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}
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default:
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{
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if (scopeCamera == null || scopeCamera.isActiveAndEnabled == false)
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{
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//Logger.LogInfo($"Non-magnified: {scopeName} FOV: {mainCamera.fieldOfView}");
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return mainCamera;
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}
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else
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{
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//Logger.LogInfo($"Magnified: {scopeName} FOV: {scopeCamera.fieldOfView}");
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return scopeCamera;
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}
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}
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}
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}
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float calculateSensitivity()
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{
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//Logger.LogInfo("calculateSensitivity()");
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//grab vertical hipfire field of view (FOV set by the user in the setting), then convert it to horizontal FOV
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//convert degrees to radians
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float hipFOV = Mathf.Deg2Rad * Camera.VerticalToHorizontalFieldOfView(inGameFOV, mainCamera.aspect);
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//grab current field of view while aiming, then convert it to horizontal FOV
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//convert degrees to radians
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float aimedFOV = Mathf.Deg2Rad * Camera.VerticalToHorizontalFieldOfView(determineCurrentAimedFOV().fieldOfView, mainCamera.aspect);
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//exponent applied to the ratio of aimedFOV to hipFOV, causes sights to become relatively faster or slower as zoom increases
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float exponent = 100f / configExponent.Value;
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float tanRatio = (float)(Mathf.Tan(aimedFOV / 2) / Mathf.Tan(hipFOV / 2));
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float sensitivity = (float)Math.Pow(tanRatio, exponent) * inGameAimedSens;
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//Logger.LogInfo($"Sensitivity: {sensitivity}");
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return sensitivity * configSens.Value;
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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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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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