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Fix watermark bounds going off the screen (!88)
Fixes the screen bounds for the water mark, it now no longer clips off the screen. It was really bothering me... Co-authored-by: Cj <161484149+CJ-SPT@users.noreply.github.com> Reviewed-on: SPT-AKI/Modules#88 Co-authored-by: Cj <cj@noreply.dev.sp-tarkov.com> Co-committed-by: Cj <cj@noreply.dev.sp-tarkov.com>
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@ -19,6 +19,7 @@ namespace Aki.Debugging
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// new StaticLootDumper().Enable();
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// new StaticLootDumper().Enable();
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new DebugLogoPatch().Enable();
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new DebugLogoPatch().Enable();
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new DebugLogoPatch2().Enable();
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new DebugLogoPatch2().Enable();
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new DebugLogoPatch3().Enable();
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// BTR debug command patches, can be disabled later
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// BTR debug command patches, can be disabled later
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//new BTRDebugCommandPatch().Enable();
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//new BTRDebugCommandPatch().Enable();
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@ -7,6 +7,7 @@ using EFT.UI;
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using HarmonyLib;
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using HarmonyLib;
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using System.Reflection;
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using System.Reflection;
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using TMPro;
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using TMPro;
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using UnityEngine;
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namespace Aki.Debugging.Patches
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namespace Aki.Debugging.Patches
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{
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{
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@ -34,7 +35,7 @@ namespace Aki.Debugging.Patches
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}
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}
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[PatchPostfix]
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[PatchPostfix]
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private static void patchPostfix(ref TextMeshProUGUI ____label, Profile ___profile_0)
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private static void PatchPostfix(ref TextMeshProUGUI ____label, Profile ___profile_0)
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{
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{
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if (sptVersion is null)
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if (sptVersion is null)
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{
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{
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@ -45,4 +46,27 @@ namespace Aki.Debugging.Patches
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____label.text = $"{sptVersion} \n {___profile_0.Nickname} \n {GClass1296.Now.ToString("HH:mm:ss")}";
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____label.text = $"{sptVersion} \n {___profile_0.Nickname} \n {GClass1296.Now.ToString("HH:mm:ss")}";
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}
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}
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}
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}
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public class DebugLogoPatch3 : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(ClientWatermark), nameof(ClientWatermark.smethod_0));
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}
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// Prefix so the logic isnt being duplicated.
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[PatchPrefix]
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private static bool PatchPrefix(int screenHeight, int screenWidth, int rectHeight, int rectWidth, ref Vector2 __result)
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{
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System.Random random = new System.Random();
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int maxX = (screenWidth / 4) - (rectWidth / 2);
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int maxY = (screenHeight / 4) - (rectHeight / 2);
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int newX = random.Next(-maxX, maxX);
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int newY = random.Next(-maxY, maxY);
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__result = new Vector2(newX, newY);
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return false;
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}
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}
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}
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}
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