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Disable OfflineSpawnPointPatch
as spawns work without it
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parent
48622c7ecc
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@ -20,7 +20,7 @@ namespace Aki.SinglePlayer
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try
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{
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new OfflineSaveProfilePatch().Enable();
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new OfflineSpawnPointPatch().Enable();
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//new OfflineSpawnPointPatch().Enable(); // Spawns are properly randomised and patch is likely no longer needed
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new ExperienceGainPatch().Enable();
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new ScavExperienceGainPatch().Enable();
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new MainMenuControllerPatch().Enable();
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@ -51,7 +51,7 @@ namespace Aki.SinglePlayer.Patches.Progression
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var spawnPointsField = (ISpawnPoints)__instance.GetType().GetFields(PatchConstants.PrivateFlags).SingleOrDefault(f => f.FieldType == typeof(ISpawnPoints))?.GetValue(__instance);
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if (spawnPointsField == null)
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{
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throw new Exception($"OfflineSpawnPointPatch: Failed to locate field of {nameof(ISpawnPoints)} on class instance ({__instance.GetType().Name})");
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throw new Exception($"OfflineSpawnPointPatch: Failed to locate field: {nameof(ISpawnPoints)} on class instance: {__instance.GetType().Name}");
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}
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var mapSpawnPoints = spawnPointsField.ToList();
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@ -72,7 +72,7 @@ namespace Aki.SinglePlayer.Patches.Progression
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Logger.LogInfo($"Desired spawnpoint: [category:{category}] [side:{side}] [infil:{infiltration}] [{mapSpawnPoints.Count} total spawn points]");
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Logger.LogInfo($"Selected SpawnPoint: [id:{__result.Id}] [name:{__result.Name}] [category:{__result.Categories}] [side:{__result.Sides}] [infil:{__result.Infiltration}]");
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return false;
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return false; // skip original method
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}
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private static List<ISpawnPoint> FilterByPlayerSide(List<ISpawnPoint> mapSpawnPoints, ESpawnCategory category, EPlayerSide side)
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