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Made Player invincible while in BTR so Border snipers dont kill you while being protected by the BTR
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a69eaabe35
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@ -51,7 +51,9 @@ namespace Aki.Custom.BTR
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private MethodInfo _updateTaxiPriceMethod;
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private MethodInfo _updateTaxiPriceMethod;
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BTRManager()
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private float originalDamageCoeff;
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BTRManager()
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{
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{
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Type btrControllerType = typeof(BTRControllerClass);
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Type btrControllerType = typeof(BTRControllerClass);
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_updateTaxiPriceMethod = AccessTools.GetDeclaredMethods(btrControllerType).Single(IsUpdateTaxiPriceMethod);
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_updateTaxiPriceMethod = AccessTools.GetDeclaredMethods(btrControllerType).Single(IsUpdateTaxiPriceMethod);
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@ -107,7 +109,7 @@ namespace Aki.Custom.BTR
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}
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}
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else if (interactPacket.SideId == 1 && playerGoIn)
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else if (interactPacket.SideId == 1 && playerGoIn)
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{
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{
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if (interactPacket.SlotId == 0)
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if (interactPacket.SlotId == 0)
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{
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{
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btrServerSide.RightSlot0State = 1;
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btrServerSide.RightSlot0State = 1;
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}
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}
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@ -116,7 +118,21 @@ namespace Aki.Custom.BTR
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btrServerSide.RightSlot1State = 1;
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btrServerSide.RightSlot1State = 1;
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}
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}
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}
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}
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}
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// If the player is going into the BTR, store their damage coefficient
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// and set it to 0, so they don't die while inside the BTR
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if (interactPacket.InteractionType == EInteractionType.GoIn)
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{
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originalDamageCoeff = gameWorld.MainPlayer.ActiveHealthController.DamageCoeff;
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gameWorld.MainPlayer.ActiveHealthController.SetDamageCoeff(0f);
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}
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// Otherwise restore the damage coefficient
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else if (interactPacket.InteractionType == EInteractionType.GoOut)
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{
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gameWorld.MainPlayer.ActiveHealthController.SetDamageCoeff(originalDamageCoeff);
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}
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}
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// Find `BTRControllerClass.method_9(PathDestination currentDestinationPoint, bool lastRoutePoint)`
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// Find `BTRControllerClass.method_9(PathDestination currentDestinationPoint, bool lastRoutePoint)`
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private bool IsUpdateTaxiPriceMethod(MethodInfo method)
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private bool IsUpdateTaxiPriceMethod(MethodInfo method)
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