Added a patch to handle Closing all extracts but 1 for when cultist ritual succeeds in halloween event.
Halloween Event doesnt seem to work well when map has newspawn system enabled. I think bots are getting stuck getting loaded. causing delayed spawns of cultists.
needs merged with: SPT-AKI/Server#258
Shows if mods are loaded in the cool debug message, will show if either server mods or client mods are present.
Co-authored-by: Cj <161484149+CJ-SPT@users.noreply.github.com>
Reviewed-on: SPT-AKI/Modules#95
Co-authored-by: Cj <cj@noreply.dev.sp-tarkov.com>
Co-committed-by: Cj <cj@noreply.dev.sp-tarkov.com>
1) The called bot's enemy position is being passed to TryCall, instead of the calling bot's enemy position. This is both incorrect and can lead to an NRE if the called bot has no enemy. Fix by passing in the calling bot's enemy position
2) In the TryCall method, the caller's enemy is added to the called bot, however the code doesn't verify that it was added before accessing it in the `EnemyInfos` array. This can throw a missing key exception if the bot failed to add to the enemies list. Fix by making sure the enemy is added to the enemy list before executing TryCall
3) When a BotOwner is disposed, the CalledData is never properly cleaned up, resulting in a bot's OnEnemyAdd being triggered after the bot has been killed, this can throw an NRE. Fix by calling CalledData.SetOff before BotOwner.Dispose
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Modules#84
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
- Move clearing trader service data to raid end instead of as part of BTR Manager
- Fix data type for TraderServices ItemsToPay property
- Add ItemsToReceive property to TraderServices (Used for LK amulet)
- Don't throw NRE when nothing is bound to OnTraderServicePurchased
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Modules#79
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Depends on SPT-AKI/SPT-AssemblyTool#3
* Refactored Modules for better consistency and general readability, along with preparing the code for a publicized assembly
* Added `PublicDeclaredFlags` to `PatchConstants` to cover a set of commonly used flags to get methods post-publicizing
* Added a replacement to LINQ's `.Single()` - `.SingleCustom()` which has improved logging to help with debugging Module code. Replaced all `.Single()` usages where applicable
* Replaced most method info fetching with `AccessTools` for consistency and better readability, especially in places where methods were being retrieved by their name anyways
**NOTE:**
As a side effect of publicizing all properties, some property access code such as `Player.Position` will now show "ambiguous reference" errors during compile, due to there being multiple interfaces with the Property name being defined on the class. The way to get around this is to use a cast to an explicit interface
Example:
```cs
Singleton<GameWorld>.Instance.MainPlayer.Position
```
will now need to be
```cs
((IPlayer)Singleton<GameWorld>.Instance.MainPlayer).Position
```
Co-authored-by: Terkoiz <terkoiz@spt.dev>
Reviewed-on: SPT-AKI/Modules#58
Co-authored-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
Co-committed-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
Todo:
* Make the UI notifications for BTR-related stuff appear, e.g. when BTR is about to depart
* Prevent player from entering BTR when it is hostile to the player
* Implement cover fire trader service
* Finish implementation of taxi service
* Finetune the turret machine gun shooting (it might need some pauses as it will shoot nonstop if it is aiming at you)
Co-authored-by: Nympfonic <arys.steam@gmail.com>
Reviewed-on: SPT-AKI/Modules#56
Co-authored-by: Arys <arys@noreply.dev.sp-tarkov.com>
Co-committed-by: Arys <arys@noreply.dev.sp-tarkov.com>
Since gameWorld.LocationId can be used by multiple things (And may be used by more in the future), move it to its own patch instead of as part of the BTR patch.
Target `method_3` in `BaseLocalGame` to assign it as close to where a live game would set it
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Modules#49
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
This is due to different medkit classes being used depending on what wildspawntype is used
Patch removes all negative effects from all body parts when PMC heals