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Todo: * Taxi service * Improve turret aim/firing * Switch targets when current target out of line of sight * Allow certain aspects to be configured from server, for example: price multipliers, wait times at each location, etc. * Perhaps, a persisting blacklist from the BTR for several raids afterwards * Further code refactoring Co-authored-by: Nympfonic <arys.steam@gmail.com> Reviewed-on: SPT-AKI/Modules#63 Co-authored-by: Arys <arys@noreply.dev.sp-tarkov.com> Co-committed-by: Arys <arys@noreply.dev.sp-tarkov.com>
47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using System.Reflection;
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using Aki.Reflection.Patching;
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using Comfort.Common;
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using EFT;
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using EFT.UI;
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using HarmonyLib;
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namespace Aki.Debugging.BTR.Patches
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{
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/// <summary>
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/// Adds a BTRManager component to the GameWorld game object when raid starts.
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/// </summary>
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internal class BTRPatch : 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(GameWorld), nameof(GameWorld.OnGameStarted));
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}
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[PatchPostfix]
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private static void PatchPostfix()
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{
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try
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{
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var gameWorld = Singleton<GameWorld>.Instance;
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if (gameWorld.MainPlayer.Location.ToLower() != "tarkovstreets")
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{
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// only run patch on streets
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return;
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}
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if (gameWorld.LocationId.IsNullOrEmpty())
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{
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// GameWorld's LocationId needs to be set otherwise BTR doesn't get spawned in automatically
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gameWorld.LocationId = gameWorld.MainPlayer.Location;
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}
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gameWorld.gameObject.AddComponent<BTRManager>();
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}
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catch (System.Exception)
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{
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ConsoleScreen.LogError("[AKI-BTR]: Exception thrown, check logs.");
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throw;
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}
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}
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}
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} |