Bindable headlights, nvg; toggle/hold applies
This commit is contained in:
@@ -19,6 +19,7 @@ global using ItemSorter = GClass2772;
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global using ItemWithLocation = GClass2521;
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global using ItemWithLocation = GClass2521;
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global using SearchableGrid = GClass2516;
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global using SearchableGrid = GClass2516;
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global using CursorManager = GClass3034;
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global using CursorManager = GClass3034;
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global using Helmet = GClass2651;
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// State machine states
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// State machine states
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global using FirearmReadyState = EFT.Player.FirearmController.GClass1619;
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global using FirearmReadyState = EFT.Player.FirearmController.GClass1619;
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@@ -74,15 +74,7 @@ public static class AimToggleHoldPatches
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[PatchPostfix]
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[PatchPostfix]
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public static void Postfix(ToggleKeyCombination __instance, EGameKey gameKey, ECommand command, KeyCombination.KeyCombinationState[] ___keyCombinationState_1)
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public static void Postfix(ToggleKeyCombination __instance, EGameKey gameKey, ECommand command, KeyCombination.KeyCombinationState[] ___keyCombinationState_1)
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{
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{
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bool useToggleHold = gameKey switch
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if (!UseToggleHold(gameKey))
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{
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EGameKey.Tactical => Settings.ToggleOrHoldTactical.Value,
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EGameKey.ToggleGoggles => Settings.ToggleOrHoldGoggles.Value,
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EGameKey.ToggleHeadLight => Settings.ToggleOrHoldHeadlight.Value,
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_ => false
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};
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if (!useToggleHold)
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{
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{
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return;
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return;
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}
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}
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@@ -108,21 +100,42 @@ public static class AimToggleHoldPatches
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[PatchPostfix]
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[PatchPostfix]
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public static void Postfix(KeyCombination __instance)
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public static void Postfix(KeyCombination __instance)
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{
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{
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bool useToggleHold = __instance.GameKey switch
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if (UseToggleHold(__instance.GameKey))
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{
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__instance.method_0((KeyCombination.EKeyState)ToggleHoldState.Idle);
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}
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}
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}
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private static bool UseToggleHold(EGameKey gameKey)
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{
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return gameKey switch
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{
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{
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EGameKey.Aim => Settings.ToggleOrHoldAim.Value,
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EGameKey.Aim => Settings.ToggleOrHoldAim.Value,
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EGameKey.Tactical => Settings.ToggleOrHoldTactical.Value,
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EGameKey.Tactical => Settings.ToggleOrHoldTactical.Value,
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EGameKey.ToggleGoggles => Settings.ToggleOrHoldGoggles.Value,
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EGameKey.ToggleGoggles => Settings.ToggleOrHoldGoggles.Value,
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EGameKey.ToggleHeadLight => Settings.ToggleOrHoldHeadlight.Value,
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EGameKey.ToggleHeadLight => Settings.ToggleOrHoldHeadlight.Value,
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EGameKey.Sprint => Settings.ToggleOrHoldSprint.Value,
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EGameKey.Sprint => Settings.ToggleOrHoldSprint.Value,
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EGameKey.Slot4 => UseToggleHoldQuickBind(EGameKey.Slot4),
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EGameKey.Slot5 => UseToggleHoldQuickBind(EGameKey.Slot5),
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EGameKey.Slot6 => UseToggleHoldQuickBind(EGameKey.Slot6),
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EGameKey.Slot7 => UseToggleHoldQuickBind(EGameKey.Slot7),
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EGameKey.Slot8 => UseToggleHoldQuickBind(EGameKey.Slot8),
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EGameKey.Slot9 => UseToggleHoldQuickBind(EGameKey.Slot9),
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EGameKey.Slot0 => UseToggleHoldQuickBind(EGameKey.Slot0),
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_ => false
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_ => false
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};
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};
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}
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if (useToggleHold)
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private static bool UseToggleHoldQuickBind(EGameKey gameKey)
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{
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{
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__instance.method_0((KeyCombination.EKeyState)ToggleHoldState.Idle);
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return Quickbind.GetType(gameKey) switch
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}
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{
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}
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Quickbind.ItemType.Tactical => Settings.ToggleOrHoldTactical.Value,
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Quickbind.ItemType.Headlight => Settings.ToggleOrHoldHeadlight.Value,
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Quickbind.ItemType.NightVision => Settings.ToggleOrHoldGoggles.Value,
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_ => false,
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};
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}
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}
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private static void OnSettingChanged(object sender, EventArgs args)
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private static void OnSettingChanged(object sender, EventArgs args)
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@@ -1,9 +1,13 @@
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using Comfort.Common;
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using Comfort.Common;
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using EFT;
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using EFT;
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using EFT.InputSystem;
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using EFT.InventoryLogic;
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using EFT.InventoryLogic;
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using HarmonyLib;
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using HarmonyLib;
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using SPT.Reflection.Patching;
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using SPT.Reflection.Patching;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Reflection;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine;
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namespace UIFixes;
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namespace UIFixes;
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@@ -15,6 +19,10 @@ public static class TacticalBindsPatches
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new BindableTacticalPatch().Enable();
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new BindableTacticalPatch().Enable();
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new ReachableTacticalPatch().Enable();
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new ReachableTacticalPatch().Enable();
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new UseTacticalPatch().Enable();
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new UseTacticalPatch().Enable();
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new BindTacticalPatch().Enable();
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new UnbindTacticalPatch().Enable();
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new InitQuickBindsPatch().Enable();
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}
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}
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public class BindableTacticalPatch : ModulePatch
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public class BindableTacticalPatch : ModulePatch
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@@ -72,20 +80,33 @@ public static class TacticalBindsPatches
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}
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}
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LightComponent lightComponent = boundItem.GetItemComponent<LightComponent>();
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LightComponent lightComponent = boundItem.GetItemComponent<LightComponent>();
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if (lightComponent == null)
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if (lightComponent != null)
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{
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return true;
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}
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// Don't return true past this point; if the default handler tries to use a tactical device, very bad things happen
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if (__instance.HandsController is not Player.FirearmController firearmController ||
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firearmController.Item != boundItem.GetRootItem())
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{
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{
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ToggleLight(__instance, boundItem, lightComponent);
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callback(null);
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callback(null);
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return false;
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return false;
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}
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}
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NightVisionComponent nightVisionComponent = boundItem.GetItemComponent<NightVisionComponent>();
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if (nightVisionComponent != null)
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{
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Item rootItem = boundItem.GetRootItemNotEquipment();
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if (rootItem is Helmet helmet &&
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__instance.Inventory.Equipment.GetSlot(EquipmentSlot.Headwear).ContainedItem == helmet)
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{
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__instance.InventoryControllerClass.TryRunNetworkTransaction(
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nightVisionComponent.Togglable.Set(!nightVisionComponent.Togglable.On, true, false));
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}
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callback(null);
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return false;
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}
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return true;
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}
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private static void ToggleLight(Player player, Item boundItem, LightComponent lightComponent)
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{
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FirearmLightStateStruct lightState = new()
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FirearmLightStateStruct lightState = new()
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{
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{
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Id = lightComponent.Item.Id,
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Id = lightComponent.Item.Id,
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@@ -102,24 +123,96 @@ public static class TacticalBindsPatches
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lightState.IsActive = !lightState.IsActive;
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lightState.IsActive = !lightState.IsActive;
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}
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}
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Item rootItem = boundItem.GetRootItemNotEquipment();
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if (rootItem is Weapon weapon &&
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player.HandsController is Player.FirearmController firearmController &&
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firearmController.Item == weapon)
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{
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firearmController.SetLightsState([lightState], false);
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firearmController.SetLightsState([lightState], false);
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}
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callback(null);
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if (rootItem is Helmet helmet &&
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return false;
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player.Inventory.Equipment.GetSlot(EquipmentSlot.Headwear).ContainedItem == helmet)
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{
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lightComponent.SetLightState(lightState);
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player.SendHeadlightsPacket(false);
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player.SwitchHeadLightsAnimation();
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}
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}
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}
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public class InitQuickBindsPatch : 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(MainMenuController), nameof(MainMenuController.method_5));
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}
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[PatchPostfix]
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public static async void Postfix(MainMenuController __instance, Task __result)
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{
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await __result;
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for (EBoundItem index = EBoundItem.Item4; index <= EBoundItem.Item10; index++)
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{
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if (__instance.InventoryController.Inventory.FastAccess.BoundItems.ContainsKey(index))
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{
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UpdateQuickbindType(__instance.InventoryController.Inventory.FastAccess.BoundItems[index], index);
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}
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}
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// Will "save" control settings, running GClass1911.UpdateInput, which will set (or unset) toggle/hold behavior
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Singleton<SharedGameSettingsClass>.Instance.Control.Controller.method_3();
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}
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}
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public class BindTacticalPatch : 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(GClass2818), nameof(GClass2818.Run));
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}
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[PatchPostfix]
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public static void Postfix(InventoryControllerClass controller, Item item, EBoundItem index)
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{
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UpdateQuickbindType(item, index);
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// Will "save" control settings, running GClass1911.UpdateInput, which will set (or unset) toggle/hold behavior
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Singleton<SharedGameSettingsClass>.Instance.Control.Controller.method_3();
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}
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}
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public class UnbindTacticalPatch : 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(GClass2819), nameof(GClass2819.Run));
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}
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[PatchPostfix]
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public static void Postfix(InventoryControllerClass controller, Item item, EBoundItem index)
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{
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Quickbind.SetType(index, Quickbind.ItemType.Other);
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// Will "save" control settings, running GClass1911.UpdateInput, which will set (or unset) toggle/hold behavior
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Singleton<SharedGameSettingsClass>.Instance.Control.Controller.method_3();
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}
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}
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}
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}
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private static bool IsEquippedTacticalDevice(InventoryControllerClass inventoryController, Item item)
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private static bool IsEquippedTacticalDevice(InventoryControllerClass inventoryController, Item item)
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{
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{
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LightComponent lightComponent = item.GetItemComponent<LightComponent>();
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LightComponent lightComponent = item.GetItemComponent<LightComponent>();
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if (lightComponent == null)
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NightVisionComponent nightVisionComponent = item.GetItemComponent<NightVisionComponent>();
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if (lightComponent == null && nightVisionComponent == null)
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{
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{
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return false;
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return false;
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}
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}
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if (item.GetRootItem() is Weapon weapon)
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Item rootItem = item.GetRootItemNotEquipment();
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if (rootItem is Weapon || rootItem is Helmet)
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{
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{
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return inventoryController.Inventory.Equipment.Contains(weapon);
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return inventoryController.Inventory.Equipment.Contains(rootItem);
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}
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}
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return false;
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return false;
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@@ -135,4 +228,75 @@ public static class TacticalBindsPatches
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_ => false,
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_ => false,
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};
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};
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}
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}
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private static void UpdateQuickbindType(Item item, EBoundItem index)
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{
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if (item == null)
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{
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Quickbind.SetType(index, Quickbind.ItemType.Other);
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return;
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}
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LightComponent lightComponent = item.GetItemComponent<LightComponent>();
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if (lightComponent != null)
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{
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Item rootItem = item.GetRootItemNotEquipment();
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if (rootItem is Weapon)
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{
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Quickbind.SetType(index, Quickbind.ItemType.Tactical);
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return;
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}
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if (rootItem is Helmet)
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{
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Quickbind.SetType(index, Quickbind.ItemType.Headlight);
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return;
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}
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}
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NightVisionComponent nvComponent = item.GetItemComponent<NightVisionComponent>();
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if (nvComponent != null)
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{
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Quickbind.SetType(index, Quickbind.ItemType.NightVision);
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return;
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}
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Quickbind.SetType(index, Quickbind.ItemType.Other);
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}
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private static Item GetRootItemNotEquipment(this Item item)
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{
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return item.GetAllParentItemsAndSelf(true).LastOrDefault(i => i is not EquipmentClass) ?? item;
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}
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}
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public static class Quickbind
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{
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public enum ItemType
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{
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Other,
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Tactical,
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Headlight,
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NightVision
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}
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private static readonly Dictionary<EBoundItem, ItemType> TacticalQuickbinds = new()
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{
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{ EBoundItem.Item4, ItemType.Other },
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{ EBoundItem.Item5, ItemType.Other },
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{ EBoundItem.Item6, ItemType.Other },
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{ EBoundItem.Item7, ItemType.Other },
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{ EBoundItem.Item8, ItemType.Other },
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{ EBoundItem.Item9, ItemType.Other },
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{ EBoundItem.Item10, ItemType.Other },
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};
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public static ItemType GetType(EBoundItem index) => TacticalQuickbinds[index];
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public static void SetType(EBoundItem index, ItemType type) => TacticalQuickbinds[index] = type;
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public static ItemType GetType(EGameKey gameKey)
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{
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int offset = gameKey - EGameKey.Slot4;
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return GetType(EBoundItem.Item4 + offset);
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}
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}
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}
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Reference in New Issue
Block a user