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modules/project/Aki.Custom/BTR/Patches/BTRBotAttachPatch.cs
DrakiaXYZ 701c3a6685 Move BTR code into Aki.Custom (!66)
- 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>
2024-01-23 08:47:09 +00:00

71 lines
2.7 KiB
C#

using Aki.Reflection.Patching;
using Comfort.Common;
using EFT;
using EFT.NextObservedPlayer;
using EFT.UI;
using EFT.Vehicle;
using HarmonyLib;
using System;
using System.Reflection;
namespace Aki.Custom.BTR.Patches
{
// Fixes the BTR Bot initialization in AttachBot() of BTRTurretView
//
// Context:
// ClientGameWorld in LiveEFT will register the server-side BTR Bot as type ObservedPlayerView and is stored in GameWorld's allObservedPlayersByID dictionary.
// 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.
// For now, we do dirty patches to work around the lack of ObservedPlayerView, using Player instead.
public class BTRBotAttachPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(BTRTurretView), nameof(BTRTurretView.AttachBot));
}
[PatchPrefix]
private static bool PatchPrefix(BTRTurretView __instance, int btrBotId)
{
var gameWorld = Singleton<GameWorld>.Instance;
var __instanceTupleField = (ValueTuple<ObservedPlayerView, bool>)AccessTools.Field(__instance.GetType(), "valueTuple_0")
.GetValue(__instance);
if (!__instanceTupleField.Item2)
{
var __instanceMethod = AccessTools.Method(__instance.GetType(), "method_1");
__instanceMethod.Invoke(__instance, new object[] { btrBotId });
}
if (!__instanceTupleField.Item2)
{
return false;
}
var btrBot = gameWorld.BtrController.BotShooterBtr?.GetPlayer;
if (btrBot == null)
{
return false;
}
try
{
var botRootTransform = __instance.BotRoot;
btrBot.Transform.position = botRootTransform.position;
var firearmController = btrBot.gameObject.GetComponent<Player.FirearmController>();
var currentWeaponPrefab = (WeaponPrefab)AccessTools.Field(firearmController.GetType(), "weaponPrefab_0").GetValue(firearmController);
currentWeaponPrefab.transform.position = botRootTransform.position;
btrBot.PlayerBones.Weapon_Root_Anim.SetPositionAndRotation(botRootTransform.position, botRootTransform.rotation);
return false;
}
catch
{
ConsoleScreen.LogError("[AKI-BTR]: Could not finish BtrBot initialization. Check logs.");
throw;
}
}
}
}