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65
Patches/ConfirmationDialogKeysPatches.cs
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65
Patches/ConfirmationDialogKeysPatches.cs
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using Aki.Reflection.Patching;
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using EFT.InputSystem;
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using EFT.UI;
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using HarmonyLib;
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using System.Reflection;
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using UnityEngine;
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namespace UIFixes
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{
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public static class ConfirmDialogKeysPatches
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{
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public static void Enable()
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{
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new DialogWindowPatch().Enable();
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new SplitDialogPatch().Enable();
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}
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public class DialogWindowPatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(R.DialogWindow.Type, "Update");
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}
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[PatchPostfix]
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public static void Postfix(object __instance, bool ___bool_0)
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{
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var instance = new R.DialogWindow(__instance);
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if (!___bool_0)
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{
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return;
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}
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if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Space))
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{
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instance.Accept();
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return;
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}
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}
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}
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public class SplitDialogPatch : 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(ItemUiContext), nameof(ItemUiContext.TranslateCommand));
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}
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[PatchPrefix]
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public static bool Prefix(ECommand command, ref InputNode.ETranslateResult __result, SplitDialog ___splitDialog_0)
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{
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// It's wild to me that they implement UI keyboard shortcuts via the in-raid movement keybinds
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if (___splitDialog_0 != null && ___splitDialog_0.gameObject.activeSelf && command == ECommand.Jump)
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{
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___splitDialog_0.Accept();
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__result = InputNode.ETranslateResult.Block;
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return false;
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}
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return true;
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}
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}
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}
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}
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