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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>
30 lines
1023 B
C#
30 lines
1023 B
C#
using Aki.Reflection.Patching;
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using EFT.Vehicle;
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using HarmonyLib;
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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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public class BTRTurretCanShootPatch : 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(BTRTurretServer), nameof(BTRTurretServer.method_1));
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}
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[PatchPrefix]
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private static bool PatchPrefix(BTRTurretServer __instance, Transform ___defaultTargetTransform)
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{
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bool flag = __instance.targetTransform != null && __instance.targetTransform != ___defaultTargetTransform;
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bool flag2 = __instance.method_2();
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bool flag3 = __instance.targetPosition != __instance.defaultAimingPosition;
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var isCanShootProperty = AccessTools.DeclaredProperty(__instance.GetType(), nameof(__instance.IsCanShoot));
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isCanShootProperty.SetValue(__instance, (flag || flag3) && flag2);
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return false;
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}
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}
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}
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