Fix underlying scav transfer bugs w/ unloading and scav stash
This commit is contained in:
@@ -1,9 +1,13 @@
|
||||
using Aki.Reflection.Patching;
|
||||
using Comfort.Common;
|
||||
using EFT.HealthSystem;
|
||||
using EFT.InventoryLogic;
|
||||
using EFT.UI;
|
||||
using HarmonyLib;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace UIFixes
|
||||
{
|
||||
@@ -13,6 +17,8 @@ namespace UIFixes
|
||||
{
|
||||
new TradingPlayerPatch().Enable();
|
||||
new TransferPlayerPatch().Enable();
|
||||
new UnloadScavTransferPatch().Enable();
|
||||
new NoScavStashPatch().Enable();
|
||||
}
|
||||
|
||||
public class TradingPlayerPatch : ModulePatch
|
||||
@@ -46,5 +52,50 @@ namespace UIFixes
|
||||
__result = list;
|
||||
}
|
||||
}
|
||||
|
||||
// The scav inventory screen has two inventory controllers, the player's and the scav's. Unload always uses the player's, which causes issues
|
||||
// because the bullets are never marked as "known" by the scav, so if you click back/next they show up as unsearched, with no way to search
|
||||
// This patch forces unload to use the controller of whoever owns the magazine.
|
||||
public class UnloadScavTransferPatch : ModulePatch
|
||||
{
|
||||
protected override MethodBase GetTargetMethod()
|
||||
{
|
||||
return AccessTools.DeclaredMethod(typeof(InventoryControllerClass), nameof(InventoryControllerClass.UnloadMagazine));
|
||||
}
|
||||
|
||||
[PatchPrefix]
|
||||
public static bool Prefix(InventoryControllerClass __instance, MagazineClass magazine, ref Task<IResult> __result)
|
||||
{
|
||||
if (ItemUiContext.Instance.ContextType != EItemUiContextType.ScavengerInventoryScreen)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (magazine.Owner == __instance || magazine.Owner is not InventoryControllerClass ownerInventoryController)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
__result = ownerInventoryController.UnloadMagazine(magazine);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Because of the above patch, unload uses the scav's inventory controller, which provides locations to unload ammo: equipment and stash. Why do scavs have a stash?
|
||||
// If the equipment is full, the bullets would go to the scav stash, aka a black hole, and are never seen again.
|
||||
// Remove the scav's stash
|
||||
public class NoScavStashPatch : ModulePatch
|
||||
{
|
||||
protected override MethodBase GetTargetMethod()
|
||||
{
|
||||
return AccessTools.Constructor(typeof(ScavengerInventoryScreen.GClass3131), [typeof(GClass2764), typeof(GClass2764), typeof(IHealthController), typeof(StashClass), typeof(ISession)]);
|
||||
}
|
||||
|
||||
[PatchPrefix]
|
||||
public static void Prefix(GClass2764 scavController)
|
||||
{
|
||||
scavController.Inventory.Stash = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user