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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>
71 lines
2.7 KiB
C#
71 lines
2.7 KiB
C#
using Aki.Reflection.Patching;
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using Comfort.Common;
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using EFT;
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using EFT.NextObservedPlayer;
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using EFT.UI;
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using EFT.Vehicle;
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using HarmonyLib;
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using System;
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using System.Reflection;
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namespace Aki.Custom.BTR.Patches
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{
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// Fixes the BTR Bot initialization in AttachBot() of BTRTurretView
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//
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// Context:
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// ClientGameWorld in LiveEFT will register the server-side BTR Bot as type ObservedPlayerView and is stored in GameWorld's allObservedPlayersByID dictionary.
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// In SPT, GameWorld.allObservedPlayersByID is empty which results in the game never finishing the initialization of the BTR Bot which includes disabling its gun, voice and mesh renderers.
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// For now, we do dirty patches to work around the lack of ObservedPlayerView, using Player instead.
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public class BTRBotAttachPatch : 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(BTRTurretView), nameof(BTRTurretView.AttachBot));
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}
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[PatchPrefix]
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private static bool PatchPrefix(BTRTurretView __instance, int btrBotId)
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{
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var gameWorld = Singleton<GameWorld>.Instance;
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var __instanceTupleField = (ValueTuple<ObservedPlayerView, bool>)AccessTools.Field(__instance.GetType(), "valueTuple_0")
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.GetValue(__instance);
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if (!__instanceTupleField.Item2)
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{
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var __instanceMethod = AccessTools.Method(__instance.GetType(), "method_1");
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__instanceMethod.Invoke(__instance, new object[] { btrBotId });
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}
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if (!__instanceTupleField.Item2)
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{
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return false;
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}
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var btrBot = gameWorld.BtrController.BotShooterBtr?.GetPlayer;
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if (btrBot == null)
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{
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return false;
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}
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try
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{
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var botRootTransform = __instance.BotRoot;
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btrBot.Transform.position = botRootTransform.position;
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var firearmController = btrBot.gameObject.GetComponent<Player.FirearmController>();
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var currentWeaponPrefab = (WeaponPrefab)AccessTools.Field(firearmController.GetType(), "weaponPrefab_0").GetValue(firearmController);
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currentWeaponPrefab.transform.position = botRootTransform.position;
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btrBot.PlayerBones.Weapon_Root_Anim.SetPositionAndRotation(botRootTransform.position, botRootTransform.rotation);
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return false;
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}
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catch
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{
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ConsoleScreen.LogError("[AKI-BTR]: Could not finish BtrBot initialization. Check logs.");
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throw;
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}
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}
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}
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}
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