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modules/project/SPT.SinglePlayer/Patches/RaidFix/SpawnProcessNegativeValuePatch.cs
2024-05-21 19:10:17 +01:00

42 lines
1.5 KiB
C#

using SPT.Reflection.Patching;
using SPT.Reflection.Utils;
using EFT;
using System;
using System.Reflection;
using HarmonyLib;
namespace SPT.SinglePlayer.Patches.RaidFix
{
/// <summary>
/// Prevent BotSpawnerClass from adjusting the spawn process value to be below 0
/// This fixes aiamount = high spawning 80+ bots on maps like streets/customs
/// int_0 = all bots alive
/// int_1 = followers alive
/// int_2 = bosses currently alive
/// int_3 = spawn process? - current guess is open spawn positions - bsg doesnt seem to handle negative vaues well
/// int_4 = max bots
/// </summary>
public class SpawnProcessNegativeValuePatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(BotSpawner), nameof(BotSpawner.CheckOnMax));
}
[PatchPrefix]
private static bool PatchPreFix(int wantSpawn, ref int toDelay, ref int toSpawn, ref int ____maxBots, int ____allBotsCount, int ____inSpawnProcess)
{
// Set bots to delay if alive bots + spawning bots count > maxbots
// ____inSpawnProcess can be negative, don't go below 0 when calculating
if ((____allBotsCount + Math.Max(____inSpawnProcess, 0)) > ____maxBots)
{
toDelay += wantSpawn;
toSpawn = 0;
return false; // Skip original
}
return true; // Do original
}
}
}