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By multiplying `moveSpeed` by `Time.deltaTime` in `BTRVehicle.Update()`, it prevents the BTR movement from desyncing, and possibly going faster or slower than expected. Reviewed-on: SPT-AKI/Modules#73 Co-authored-by: Arys <arys@noreply.dev.sp-tarkov.com> Co-committed-by: Arys <arys@noreply.dev.sp-tarkov.com>
91 lines
3.5 KiB
C#
91 lines
3.5 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.NextObservedPlayer;
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using EFT.UI;
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using EFT.Vehicle;
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using HarmonyLib;
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using System;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace Aki.Custom.BTR.Patches
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{
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// Fixes the BTR Bot initialization in method_1() of BTRTurretView
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//
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// Context:
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// ClientGameWorld in LiveEFT will register the server-side BTR Bot as type ObservedPlayerView and is stored in GameWorld's allObservedPlayersByID dictionary.
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// In SPT, allObservedPlayersByID is empty which results in the game never finishing the initialization of the BTR Bot which includes disabling its gun, voice and mesh renderers.
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// For now, we do dirty patches to work around the lack of ObservedPlayerView, using Player instead.
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public class BTRBotInitPatch : 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(BTRTurretView), nameof(BTRTurretView.method_1));
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}
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[PatchPrefix]
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private static bool PatchPrefix(ref ValueTuple<ObservedPlayerView, bool> ___valueTuple_0, int btrBotId, ref bool __result)
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{
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var gameWorld = Singleton<GameWorld>.Instance;
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if (gameWorld == null)
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{
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Logger.LogError("[AKI-BTR] BTRBotInitPatch - GameWorld is null");
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__result = false;
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return false;
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}
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var alivePlayersList = gameWorld.AllAlivePlayersList;
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bool doesBtrBotExist = alivePlayersList.Exists(x => x.Id == btrBotId);
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if (!doesBtrBotExist)
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{
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__result = false;
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return false;
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}
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try
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{
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Player player = alivePlayersList.First(x => x.Id == btrBotId);
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Renderer[] array = player.GetComponentsInChildren<Renderer>();
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for (int i = 0; i < array.Length; i++)
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{
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array[i].enabled = false;
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}
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var aiFirearmController = player.gameObject.GetComponent<Player.FirearmController>();
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var currentWeaponPrefab = (WeaponPrefab)AccessTools.Field(aiFirearmController.GetType(), "weaponPrefab_0").GetValue(aiFirearmController);
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if (currentWeaponPrefab.RemoveChildrenOf != null)
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{
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foreach (var text in currentWeaponPrefab.RemoveChildrenOf)
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{
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var transform = currentWeaponPrefab.transform.FindTransform(text);
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transform.gameObject.SetActive(false);
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}
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}
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foreach (var renderer in currentWeaponPrefab.GetComponentsInChildren<Renderer>())
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{
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if (renderer.name == "MuzzleJetCombinedMesh")
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{
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renderer.transform.localPosition = new Vector3(0.18f, 0f, -0.095f);
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}
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else
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{
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renderer.enabled = false;
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}
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}
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___valueTuple_0 = new ValueTuple<ObservedPlayerView, bool>(new ObservedPlayerView(), true);
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__result = true;
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return false;
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}
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catch
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{
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ConsoleScreen.LogError("[AKI-BTR] BtrBot initialization failed, BtrBot will be visible ingame. Check logs.");
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throw;
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}
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}
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}
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}
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