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![Lacyway](/assets/img/avatar_default.png)
Patch used to stop the allocation of a new `Stopwatch` every frame for all active AI which should save some resources. The data from the stopwatch is unused so I am unsure why BSG left it there. Co-authored-by: Lacyway <20912169+Lacyway@users.noreply.github.com> Reviewed-on: SPT/Modules#170 Co-authored-by: Lacyway <lacyway@noreply.dev.sp-tarkov.com> Co-committed-by: Lacyway <lacyway@noreply.dev.sp-tarkov.com>
82 lines
2.7 KiB
C#
82 lines
2.7 KiB
C#
using EFT;
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using EFT.Game.Spawning;
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using SPT.Reflection.Patching;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.AI;
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namespace SPT.SinglePlayer.Patches.RaidFix
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{
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/// <summary>
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/// Patch used to stop the allocation of a new <see cref="System.Diagnostics.Stopwatch"/> every frame for all active AI
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/// </summary>
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public class BotOwnerManualUpdatePatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return typeof(BotOwner).GetMethod(nameof(BotOwner.UpdateManual));
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}
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[PatchPrefix]
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public static bool Prefix(BotOwner __instance, float ____nextGetGoalTime, ref float ____nextTimeCheckBorn)
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{
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if (__instance.BotState == EBotState.Active && __instance.GetPlayer.HealthController.IsAlive)
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{
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__instance.StandBy.Update();
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__instance.LookSensor.ManualUpdate();
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if (__instance.StandBy.StandByType != BotStandByType.paused)
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{
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if (____nextGetGoalTime < Time.time)
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{
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__instance.CalcGoal();
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}
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__instance.SuppressShoot.ManualUpdate();
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__instance.HeadData.ManualUpdate();
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__instance.ShootData.ManualUpdate();
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__instance.Tilt.ManualUpdate();
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__instance.NightVision.ManualUpdate();
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__instance.NearDoorData.Update();
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__instance.DogFight.ManualUpdate();
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__instance.FriendChecker.ManualUpdate();
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__instance.RecoilData.LosingRecoil();
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__instance.Mover.ManualUpdate();
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__instance.AimingData.PermanentUpdate();
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__instance.Medecine.ManualUpdate();
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__instance.Boss.ManualUpdate();
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__instance.BotTalk.ManualUpdate();
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__instance.WeaponManager.ManualUpdate();
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__instance.BotRequestController.Update();
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__instance.GrenadeToPortal.ManualUpdate();
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__instance.Tactic.UpdateChangeTactics();
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__instance.Memory.ManualUpdate(Time.deltaTime);
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__instance.Settings.UpdateManual();
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__instance.BotRequestController.TryToFind();
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__instance.ArtilleryDangerPlace.ManualUpdate();
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if (__instance.GetPlayer.UpdateQueue == EUpdateQueue.Update)
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{
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__instance.Mover.ManualFixedUpdate();
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__instance.Steering.ManualFixedUpdate();
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}
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__instance.UnityEditorRunChecker.ManualLateUpdate();
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}
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return false;
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}
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if (__instance.BotState == EBotState.PreActive && __instance.WeaponManager.IsReady)
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{
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if (NavMesh.SamplePosition(__instance.GetPlayer.Position, out _, 0.6f, -1))
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{
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__instance.method_10();
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return false;
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}
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if (____nextTimeCheckBorn < Time.time)
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{
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____nextTimeCheckBorn = Time.time + 1f;
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__instance.Transform.position = __instance.BotsGroup.BotZone.SpawnPoints.RandomElement<ISpawnPoint>().Position + Vector3.up * 0.5f;
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__instance.method_10();
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}
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}
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return false;
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}
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}
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}
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