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Todo: * Make the UI notifications for BTR-related stuff appear, e.g. when BTR is about to depart * Prevent player from entering BTR when it is hostile to the player * Implement cover fire trader service * Finish implementation of taxi service * Finetune the turret machine gun shooting (it might need some pauses as it will shoot nonstop if it is aiming at you) Co-authored-by: Nympfonic <arys.steam@gmail.com> Reviewed-on: SPT-AKI/Modules#56 Co-authored-by: Arys <arys@noreply.dev.sp-tarkov.com> Co-committed-by: Arys <arys@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.Debugging.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), "method_1");
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}
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[PatchPrefix]
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public 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 = (bool)AccessTools.Method(__instance.GetType(), "method_2").Invoke(__instance, null);
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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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