Remember fire mode per gun across restarts

This commit is contained in:
justin committed 2026-09-17 09:05:38 -07:00
1 parent 13bebcea8d
commit 6ce2c6bdf6
2 files changed
+66 -15

No files matched your search

+46 -12
View File
@@ -28,7 +28,14 @@ public class FullAuto : SonsMod
internal static bool Enabled = true;
internal static float Rpm = 900f;
internal static FireMode Mode = FireMode.Auto;
internal static readonly Dictionary<string, FireMode> Modes = new();
internal static string CurrentGun = "";
internal static FireMode Mode
{
get => Modes.TryGetValue(CurrentGun, out var mode) ? mode : FireMode.Auto;
set => Modes[CurrentGun] = value;
}
internal static bool FastReload;
internal static KeyCode FlashlightKey = KeyCode.F;
internal static bool Verbose;
@@ -71,8 +78,9 @@ public class FullAuto : SonsMod
_ => FireMode.Auto
};
CheckFireInputPatch.CancelBurst();
Save();
ShowMode();
RLog.Msg($"FullAuto mode: {ModeName()}");
RLog.Msg($"FullAuto {CurrentGun} mode: {ModeName()}");
}
}
@@ -184,6 +192,8 @@ public class FullAuto : SonsMod
FastReload = fast;
else if (key == "flashlightkey" && Enum.TryParse<KeyCode>(val, true, out var flashKey))
FlashlightKey = flashKey;
else if (key.StartsWith("mode.") && Enum.TryParse<FireMode>(val, true, out var gunMode))
Modes[key.Substring(5)] = gunMode;
}
}
catch (Exception e)
@@ -196,7 +206,16 @@ public class FullAuto : SonsMod
{
try
{
File.WriteAllText(_configPath, $"rpm={Rpm}\nfastreload={FastReload.ToString().ToLowerInvariant()}\nflashlightkey={FlashlightKey}\n");
var sb = new System.Text.StringBuilder();
sb.Append($"rpm={Rpm}\n");
sb.Append($"fastreload={FastReload.ToString().ToLowerInvariant()}\n");
sb.Append($"flashlightkey={FlashlightKey}\n");
foreach (var gun in CheckFireInputPatch.GunKeys)
{
var mode = Modes.TryGetValue(gun, out var m) ? m : FireMode.Auto;
sb.Append($"mode.{gun}={mode.ToString().ToLowerInvariant()}\n");
}
File.WriteAllText(_configPath, sb.ToString());
}
catch (Exception e)
{
@@ -212,14 +231,18 @@ internal static class CheckFireInputPatch
private const int BurstSize = 3;
private const float ReleaseTime = 0.15f;
private static readonly HashSet<string> Guns = new()
private static readonly Dictionary<string, string> Guns = new()
{
"CompactPistolWeaponController",
"RevolverWeaponController",
"ShotgunWeaponController",
"RifleAnimatorController"
{ "CompactPistolWeaponController", "pistol" },
{ "RevolverWeaponController", "revolver" },
{ "ShotgunWeaponController", "shotgun" },
{ "RifleAnimatorController", "rifle" }
};
internal static IEnumerable<string> GunKeys => Guns.Values;
private static readonly Dictionary<IntPtr, string> GunNames = new();
private static readonly Dictionary<IntPtr, bool> Allowed = new();
private static readonly Dictionary<IntPtr, float> FireDelays = new();
private static readonly HashSet<string> Reported = new();
@@ -511,8 +534,17 @@ internal static class CheckFireInputPatch
UpdateReloadSpeed(__instance, allowed);
if (allowed && FullAuto.Enabled && (!HoldingGun || ptr != _lastGunPtr))
FullAuto.ShowMode();
if (allowed && GunNames.TryGetValue(ptr, out var gunName))
{
var switched = !HoldingGun || ptr != _lastGunPtr;
FullAuto.CurrentGun = gunName;
if (switched)
{
CancelBurst();
if (FullAuto.Enabled)
FullAuto.ShowMode();
}
}
if (allowed)
_lastGunPtr = ptr;
@@ -628,12 +660,14 @@ internal static class CheckFireInputPatch
return allowed;
var name = controller.GetIl2CppType().Name;
allowed = Guns.Contains(name);
allowed = Guns.TryGetValue(name, out var gunKey);
Allowed[ptr] = allowed;
if (allowed)
{
FireDelays[ptr] = controller._fireDelay;
GunNames[ptr] = gunKey;
}
RLog.Msg($"FullAuto {name}: {(allowed ? "full-auto" : "ignored")}");
return allowed;
}
}