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modules/project/Aki.Custom/BTR/Patches/BTRActivateTraderDialogPatch.cs
DrakiaXYZ 701c3a6685 Move BTR code into Aki.Custom (!66)
- Move most BTR code to Aki.Custom (Leaving debug commands in Aki.Debugging)
- Make BTR patches public to match other patches
- Disable debug BTR command patches

Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Modules#66
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
2024-01-23 08:47:09 +00:00

56 lines
1.9 KiB
C#

using Aki.Reflection.Patching;
using Comfort.Common;
using EFT;
using EFT.UI.Screens;
using EFT.Vehicle;
using HarmonyLib;
using System;
using System.Reflection;
using static EFT.UI.TraderDialogScreen;
namespace Aki.Custom.BTR.Patches
{
public class BTRActivateTraderDialogPatch : ModulePatch
{
private static FieldInfo _playerInventoryControllerField;
private static FieldInfo _playerQuestControllerField;
protected override MethodBase GetTargetMethod()
{
_playerInventoryControllerField = AccessTools.Field(typeof(Player), "_inventoryController");
_playerQuestControllerField = AccessTools.Field(typeof(Player), "_questController");
var targetType = AccessTools.FirstInner(typeof(GetActionsClass), IsTargetType);
return AccessTools.Method(targetType, "method_2");
}
private bool IsTargetType(Type type)
{
FieldInfo btrField = type.GetField("btr");
if (btrField != null && btrField.FieldType == typeof(BTRSide))
{
return true;
}
return false;
}
[PatchPrefix]
private static bool PatchPrefix()
{
var gameWorld = Singleton<GameWorld>.Instance;
var player = gameWorld.MainPlayer;
InventoryControllerClass inventoryController = _playerInventoryControllerField.GetValue(player) as InventoryControllerClass;
AbstractQuestControllerClass questController = _playerQuestControllerField.GetValue(player) as AbstractQuestControllerClass;
GClass3130 btrDialog = new GClass3130(player.Profile, Profile.TraderInfo.TraderServiceToId[Profile.ETraderServiceSource.Btr], questController, inventoryController, null);
btrDialog.OnClose += player.UpdateInteractionCast;
btrDialog.ShowScreen(EScreenState.Queued);
return false;
}
}
}