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When exiting the hideout, the HideoutPlayer class ends up triggering a call in Player that calculates quest counter changes. This causes issues with quests that require not dying The Player class however wraps these calls in a null check on the QuestController, so we can set it to null before ending the hideout session, and restore it afterwards to skip quest counter calculations As Hideout Game end only triggers on start of a new raid, and not when you actually close the hideout, I can't think of any reason that quest counters should trigger in this scenario Resolves: SPT-AKI/Issues#471 Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com> Reviewed-on: SPT-AKI/Modules#78 Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com> Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
78 lines
3.3 KiB
C#
78 lines
3.3 KiB
C#
using System;
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using Aki.Common;
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using Aki.SinglePlayer.Patches.Healing;
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using Aki.SinglePlayer.Patches.MainMenu;
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using Aki.SinglePlayer.Patches.Progression;
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using Aki.SinglePlayer.Patches.Quests;
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using Aki.SinglePlayer.Patches.RaidFix;
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using Aki.SinglePlayer.Patches.ScavMode;
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using Aki.SinglePlayer.Patches.TraderServices;
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using BepInEx;
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namespace Aki.SinglePlayer
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{
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[BepInPlugin("com.spt-aki.singleplayer", "AKI.Singleplayer", AkiPluginInfo.PLUGIN_VERSION)]
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class AkiSingleplayerPlugin : BaseUnityPlugin
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{
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public void Awake()
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{
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Logger.LogInfo("Loading: Aki.SinglePlayer");
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try
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{
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new OfflineSaveProfilePatch().Enable();
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//new OfflineSpawnPointPatch().Enable(); // Spawns are properly randomised and patch is likely no longer needed
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new ExperienceGainPatch().Enable();
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new ScavExperienceGainPatch().Enable();
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new MainMenuControllerPatch().Enable();
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new PlayerPatch().Enable();
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new SelectLocationScreenPatch().Enable();
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new InsuranceScreenPatch().Enable();
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new BotTemplateLimitPatch().Enable();
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new GetNewBotTemplatesPatch().Enable();
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new RemoveUsedBotProfilePatch().Enable();
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new DogtagPatch().Enable();
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new LoadOfflineRaidScreenPatch().Enable();
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new ScavPrefabLoadPatch().Enable();
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new ScavProfileLoadPatch().Enable();
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new ScavExfilPatch().Enable();
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new ExfilPointManagerPatch().Enable();
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new TinnitusFixPatch().Enable();
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new MaxBotPatch().Enable();
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new SpawnPmcPatch().Enable();
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new PostRaidHealingPricePatch().Enable();
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new EndByTimerPatch().Enable();
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new PostRaidHealScreenPatch().Enable();
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new VoIPTogglerPatch().Enable();
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new MidRaidQuestChangePatch().Enable();
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new HealthControllerPatch().Enable();
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new LighthouseBridgePatch().Enable();
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new LighthouseTransmitterPatch().Enable();
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new EmptyInfilFixPatch().Enable();
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new SmokeGrenadeFuseSoundFixPatch().Enable();
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new PlayerToggleSoundFixPatch().Enable();
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new PluginErrorNotifierPatch().Enable();
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new SpawnProcessNegativeValuePatch().Enable();
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new InsuredItemManagerStartPatch().Enable();
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new MapReadyButtonPatch().Enable();
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new LabsKeycardRemovalPatch().Enable();
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new ScavLateStartPatch().Enable();
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new MidRaidAchievementChangePatch().Enable();
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new GetTraderServicesPatch().Enable();
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new PurchaseTraderServicePatch().Enable();
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new ScavSellAllPriceStorePatch().Enable();
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new ScavSellAllRequestPatch().Enable();
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new HideoutQuestIgnorePatch().Enable();
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}
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catch (Exception ex)
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{
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Logger.LogError($"A PATCH IN {GetType().Name} FAILED. SUBSEQUENT PATCHES HAVE NOT LOADED");
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Logger.LogError($"{GetType().Name}: {ex}");
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throw;
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}
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Logger.LogInfo("Completed: Aki.SinglePlayer");
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}
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}
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}
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