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- 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>
48 lines
1.4 KiB
C#
48 lines
1.4 KiB
C#
using Aki.Reflection.Patching;
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using Comfort.Common;
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using EFT;
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using EFT.Vehicle;
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using HarmonyLib;
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using System.Reflection;
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namespace Aki.Custom.BTR.Patches
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{
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public class BTRExtractPassengersPatch : 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(VehicleBase), nameof(VehicleBase.ExtractPassengers));
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}
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[PatchPrefix]
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private static void PatchPrefix()
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{
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var gameWorld = Singleton<GameWorld>.Instance;
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var player = gameWorld.MainPlayer;
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var btrManager = gameWorld.GetComponent<BTRManager>();
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var btrSide = btrManager.LastInteractedBtrSide;
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if (btrSide == null)
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{
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return;
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}
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if (btrSide.TryGetCachedPlace(out byte b))
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{
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var interactionBtrPacket = btrSide.GetInteractWithBtrPacket(b, EInteractionType.GoOut);
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if (interactionBtrPacket.HasInteraction)
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{
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BTRView btrView = gameWorld.BtrController.BtrView;
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if (btrView == null)
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{
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return;
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}
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btrManager.OnPlayerInteractDoor(interactionBtrPacket);
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btrView.Interaction(player, interactionBtrPacket);
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}
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}
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}
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}
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}
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