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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>
39 lines
1.2 KiB
C#
39 lines
1.2 KiB
C#
using EFT;
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using Comfort.Common;
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using System.Reflection;
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using Aki.Reflection.Patching;
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using System.Collections;
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using EFT.HealthSystem;
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using HarmonyLib;
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namespace Aki.SinglePlayer.Patches.RaidFix
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{
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public class TinnitusFixPatch : 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(BetterAudio), nameof(BetterAudio.StartTinnitusEffect));
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}
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// checks on invoke whether the player is stunned before allowing tinnitus
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[PatchPrefix]
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static bool PatchPrefix()
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{
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var baseMethod = AccessTools.Method(typeof(ActiveHealthController), nameof(ActiveHealthController.FindActiveEffect));
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bool shouldInvoke = baseMethod
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.MakeGenericMethod(typeof(ActiveHealthController)
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.GetNestedType("Stun", BindingFlags.Instance | BindingFlags.NonPublic))
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.Invoke(Singleton<GameWorld>.Instance.MainPlayer.ActiveHealthController, new object[] { EBodyPart.Common }) != null;
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return shouldInvoke;
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}
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// prevent null coroutine exceptions
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static IEnumerator CoroutinePassthrough()
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{
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yield return null;
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yield break;
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}
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}
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} |