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modules/project/Aki.Custom/BTR/Patches/BTRPathLoadPatch.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

36 lines
1.1 KiB
C#

using Aki.Reflection.Patching;
using Comfort.Common;
using EFT;
using HarmonyLib;
using System.Reflection;
namespace Aki.Custom.BTR.Patches
{
// The BTRManager MapPathsConfiguration loading depends on the game state being set to Starting
// so set it to Starting while the method is running, then reset it afterwards
public class BTRPathLoadPatch : ModulePatch
{
private static PropertyInfo _statusProperty;
private static GameStatus originalStatus;
protected override MethodBase GetTargetMethod()
{
_statusProperty = AccessTools.Property(typeof(AbstractGame), nameof(AbstractGame.Status));
return AccessTools.Method(typeof(BTRControllerClass), "method_1");
}
[PatchPrefix]
private static void PatchPrefix()
{
originalStatus = Singleton<AbstractGame>.Instance.Status;
_statusProperty.SetValue(Singleton<AbstractGame>.Instance, GameStatus.Starting);
}
[PatchPostfix]
private static void PatchPostfix()
{
_statusProperty.SetValue(Singleton<AbstractGame>.Instance, originalStatus);
}
}
}