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- Move most BTR code to Aki.Custom (Leaving debug commands in Aki.Debugging) - Make BTR patches public to match other patches - Disable debug BTR command patches Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com> Reviewed-on: SPT-AKI/Modules#66 Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com> Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
32 lines
1.1 KiB
C#
32 lines
1.1 KiB
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)
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{
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Transform defaultTargetTransform = (Transform)AccessTools.Field(__instance.GetType(), "defaultTargetTransform").GetValue(__instance);
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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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