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modules/project/Aki.Custom/Patches/ExitWhileLootingPatch.cs
Terkoiz 337a0733ae Publicized assembly refactor (!58)
Depends on SPT-AKI/SPT-AssemblyTool#3

* Refactored Modules for better consistency and general readability, along with preparing the code for a publicized assembly
* Added `PublicDeclaredFlags` to `PatchConstants` to cover a set of commonly used flags to get methods post-publicizing
* Added a replacement to LINQ's `.Single()` - `.SingleCustom()` which has improved logging to help with debugging Module code. Replaced all `.Single()` usages where applicable
* Replaced most method info fetching with `AccessTools` for consistency and better readability, especially in places where methods were being retrieved by their name anyways

**NOTE:**
As a side effect of publicizing all properties, some property access code such as `Player.Position` will now show "ambiguous reference" errors during compile, due to there being multiple interfaces with the Property name being defined on the class. The way to get around this is to use a cast to an explicit interface
Example:
```cs
Singleton<GameWorld>.Instance.MainPlayer.Position
```
will now need to be
```cs
((IPlayer)Singleton<GameWorld>.Instance.MainPlayer).Position
```

Co-authored-by: Terkoiz <terkoiz@spt.dev>
Reviewed-on: SPT-AKI/Modules#58
Co-authored-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
Co-committed-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
2024-01-13 22:08:29 +00:00

41 lines
1.3 KiB
C#

using Aki.Reflection.Patching;
using Comfort.Common;
using EFT;
using System.Reflection;
using HarmonyLib;
namespace Aki.Custom.Patches
{
/// <summary>
/// Fix a bsg bug that causes the game to soft-lock when you have a container opened when extracting
/// </summary>
public class ExitWhileLootingPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(BaseLocalGame<GamePlayerOwner>), nameof(BaseLocalGame<GamePlayerOwner>.Stop));
}
// Look at BaseLocalGame<TPlayerOwner> and find a method named "Stop"
// once you find it, there should be a StartBlackScreenShow method with
// a callback method (on dnspy will be called @class.method_0)
// Go into that method. This will be part of the code:
// if (GClass2505.CheckCurrentScreen(EScreenType.Reconnect))
// {
// GClass2505.CloseAllScreensForced();
// }
// The code INSIDE the if needs to run
[PatchPrefix]
private static bool PatchPrefix(string profileId)
{
var player = Singleton<GameWorld>.Instance.MainPlayer;
if (profileId == player?.Profile.Id)
{
GClass3105.Instance.CloseAllScreensForced();
}
return true;
}
}
}