using Comfort.Common; using EFT.InventoryLogic; using EFT.UI; using HarmonyLib; using SPT.Reflection.Patching; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Threading.Tasks; namespace UIFixes { public static class UnloadAmmoPatches { public static void Enable() { new TradingPlayerPatch().Enable(); new TransferPlayerPatch().Enable(); new UnloadScavTransferPatch().Enable(); new NoScavStashPatch().Enable(); } public class TradingPlayerPatch : ModulePatch { protected override MethodBase GetTargetMethod() { return AccessTools.DeclaredProperty(R.TradingInteractions.Type, "AvailableInteractions").GetMethod; } [PatchPostfix] public static void Postfix(ref IEnumerable __result) { var list = __result.ToList(); list.Insert(list.IndexOf(EItemInfoButton.Repair), EItemInfoButton.UnloadAmmo); __result = list; } } public class TransferPlayerPatch : ModulePatch { protected override MethodBase GetTargetMethod() { return AccessTools.DeclaredProperty(R.TransferInteractions.Type, "AvailableInteractions").GetMethod; } [PatchPostfix] public static void Postfix(ref IEnumerable __result) { var list = __result.ToList(); list.Insert(list.IndexOf(EItemInfoButton.Fold), EItemInfoButton.UnloadAmmo); __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 __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() { Type type = typeof(ScavengerInventoryScreen).GetNestedTypes().Single(t => t.GetField("ScavController") != null); // ScavengerInventoryScreen.GClass3156 return AccessTools.GetDeclaredConstructors(type).Single(); } [PatchPrefix] public static void Prefix(InventoryContainerClass scavController) { scavController.Inventory.Stash = null; } } } }