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78 lines
2.6 KiB
C#
78 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Aki.Reflection.Patching;
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using Aki.Reflection.Utils;
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using Comfort.Common;
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using EFT;
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using EFT.Game.Spawning;
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using EFT.UI;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Aki.SinglePlayer.Patches.RaidFix
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{
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/// <summary>
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/// An empty EntryPoint string (string_0 in BaseLocalGame) causes exfil point initialization to be skipped.
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/// This patch sets an EntryPoint string if it's missing.
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/// </summary>
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public class EmptyInfilFixPatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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var desiredType = PatchConstants.LocalGameType.BaseType;
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var desiredMethod = desiredType
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.GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.CreateInstance)
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.Single(IsTargetMethod);
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Logger.LogDebug($"{this.GetType().Name} Type: {desiredType?.Name}");
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Logger.LogDebug($"{this.GetType().Name} Method: {desiredMethod?.Name}");
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return desiredMethod;
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}
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private static bool IsTargetMethod(MethodInfo methodInfo)
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{
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return (methodInfo.IsVirtual
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&& methodInfo.GetParameters().Length == 0
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&& methodInfo.ReturnType == typeof(void)
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&& methodInfo.GetMethodBody().LocalVariables.Count > 0);
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}
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[PatchPrefix]
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public static void PatchPrefix(ref string ___string_0)
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{
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if (!string.IsNullOrWhiteSpace(___string_0)) return;
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var spawnPoints = Resources.FindObjectsOfTypeAll<SpawnPointMarker>().ToList();
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List<SpawnPointMarker> filtered = new List<SpawnPointMarker>();
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foreach (var spawn in spawnPoints)
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{
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if (!string.IsNullOrEmpty(spawn?.SpawnPoint?.Infiltration?.Trim()))
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{
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filtered.Add(spawn);
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}
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}
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var playerPos = Singleton<GameWorld>.Instance.MainPlayer.Transform.position;
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SpawnPointMarker closestSpawn = null;
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var minDist = Mathf.Infinity;
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foreach (var filter in filtered)
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{
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var dist = Vector3.Distance(filter.gameObject.transform.position, playerPos);
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if (dist < minDist)
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{
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closestSpawn = filter;
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minDist = dist;
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}
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}
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___string_0 = closestSpawn.SpawnPoint.Infiltration;
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}
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}
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} |