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modules/project/SPT.Custom/Patches/BotCallForHelpWrongTargetLocationPatch.cs
2024-07-11 10:49:27 +01:00

54 lines
2.0 KiB
C#

using SPT.Reflection.Patching;
using EFT;
using HarmonyLib;
using System.Reflection;
using UnityEngine;
namespace SPT.Custom.Patches
{
/**
* BSG passes the wrong target location into the TryCall method for BotCallForHelp, it's passing in
* the bots current target instead of the target of the bot calling for help
*
* This results in both an NRE, and the called bots target location being wrong
*/
public class BotCallForHelpWrongTargetLocationPatch : ModulePatch
{
private static FieldInfo _originalPanicTypeField;
protected override MethodBase GetTargetMethod()
{
_originalPanicTypeField = AccessTools.Field(typeof(BotCallForHelp), "_originalPanicType");
return AccessTools.FirstMethod(typeof(BotCallForHelp), IsTargetMethod);
}
protected bool IsTargetMethod(MethodBase method)
{
var parameters = method.GetParameters();
return (parameters.Length == 1
&& parameters[0].Name == "calledBot");
}
[PatchPrefix]
private static bool PatchPrefix(ref bool __result, BotCallForHelp __instance, BotOwner calledBot, BotOwner ___botOwner_0)
{
if (__instance.method_2(calledBot) && ___botOwner_0.Memory.GoalEnemy != null)
{
_originalPanicTypeField.SetValue(calledBot.CallForHelp, calledBot.DangerPointsData.PanicType);
calledBot.DangerPointsData.PanicType = PanicType.none;
calledBot.Brain.BaseBrain.CalcActionNextFrame();
// Note: This differs from BSG's implementation in that we pass in botOwner_0's enemy pos instead of calledBot's enemy pos
calledBot.CalledData.TryCall(new Vector3?(___botOwner_0.Memory.GoalEnemy.Person.Position), ___botOwner_0, true);
__result = true;
}
else
{
__result = false;
}
return false; // Skip original
}
}
}