Toggle gun flashlight silently with F

This commit is contained in:
justin committed 2026-09-16 18:11:03 -07:00
1 parent 0bdd0e65e8
commit b9aa1d92e9
1 file changed
+80 -2
+80 -2
View File
@@ -30,6 +30,7 @@ public class FullAuto : SonsMod
internal static float Rpm = 900f; internal static float Rpm = 900f;
internal static FireMode Mode = FireMode.Auto; internal static FireMode Mode = FireMode.Auto;
internal static bool FastReload; internal static bool FastReload;
internal static KeyCode FlashlightKey = KeyCode.F;
internal static bool Verbose; internal static bool Verbose;
private static string _configPath; private static string _configPath;
@@ -44,7 +45,8 @@ public class FullAuto : SonsMod
{ {
_configPath = Path.Combine(LoaderEnvironment.UserDataDirectory, "FullAuto.txt"); _configPath = Path.Combine(LoaderEnvironment.UserDataDirectory, "FullAuto.txt");
Load(); Load();
RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Fast reload: {FastReload}. Guns only. Middle mouse cycles modes. Console: fullauto"); Save();
RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Fast reload: {FastReload}. Flashlight key: {FlashlightKey}. Guns only. Middle mouse cycles modes. Console: fullauto");
} }
private void OnUpdate() private void OnUpdate()
@@ -54,6 +56,9 @@ public class FullAuto : SonsMod
if (!CheckFireInputPatch.HoldingGun) if (!CheckFireInputPatch.HoldingGun)
CheckFireInputPatch.RestoreReloadSpeed(); CheckFireInputPatch.RestoreReloadSpeed();
if (Input.GetKeyDown(FlashlightKey) && CheckFireInputPatch.InGame && CheckFireInputPatch.HoldingRanged)
CheckFireInputPatch.ToggleFlashlight();
if (!Enabled || !CheckFireInputPatch.InGame || !CheckFireInputPatch.HoldingGun) if (!Enabled || !CheckFireInputPatch.InGame || !CheckFireInputPatch.HoldingGun)
return; return;
@@ -177,6 +182,8 @@ public class FullAuto : SonsMod
Rpm = Mathf.Clamp(rpm, MinRpm, MaxRpm); Rpm = Mathf.Clamp(rpm, MinRpm, MaxRpm);
else if (key == "fastreload" && bool.TryParse(val, out var fast)) else if (key == "fastreload" && bool.TryParse(val, out var fast))
FastReload = fast; FastReload = fast;
else if (key == "flashlightkey" && Enum.TryParse<KeyCode>(val, true, out var flashKey))
FlashlightKey = flashKey;
} }
} }
catch (Exception e) catch (Exception e)
@@ -189,7 +196,7 @@ public class FullAuto : SonsMod
{ {
try try
{ {
File.WriteAllText(_configPath, $"rpm={Rpm}\nfastreload={FastReload.ToString().ToLowerInvariant()}\n"); File.WriteAllText(_configPath, $"rpm={Rpm}\nfastreload={FastReload.ToString().ToLowerInvariant()}\nflashlightkey={FlashlightKey}\n");
} }
catch (Exception e) catch (Exception e)
{ {
@@ -229,12 +236,73 @@ internal static class CheckFireInputPatch
private static Animator _speedWeapon; private static Animator _speedWeapon;
private static float _playerSpeed = 1f; private static float _playerSpeed = 1f;
private static float _weaponSpeed = 1f; private static float _weaponSpeed = 1f;
private static RangedWeaponController _currentRanged;
private static float _rangedTime = -1f;
private static bool _flashlightOff;
private static IntPtr _lightsOwner = IntPtr.Zero;
private static readonly List<Light> Lights = new();
private static bool _loggedHook; private static bool _loggedHook;
internal static bool HoldingGun => _lastGunTime >= 0f && Time.time - _lastGunTime < 0.25f; internal static bool HoldingGun => _lastGunTime >= 0f && Time.time - _lastGunTime < 0.25f;
internal static bool InGame => GameState.IsPlayerControllable && !Cursor.visible && !LocalPlayer.IsInInventory && Time.timeScale > 0f; internal static bool InGame => GameState.IsPlayerControllable && !Cursor.visible && !LocalPlayer.IsInInventory && Time.timeScale > 0f;
internal static bool HoldingRanged => _currentRanged != null && _rangedTime >= 0f && Time.time - _rangedTime < 0.25f;
private static void FindLights(RangedWeaponController controller)
{
Lights.Clear();
_lightsOwner = controller.Pointer;
try
{
foreach (var light in controller.GetComponentsInChildren<Light>(true))
{
if (light && light.type == LightType.Spot)
Lights.Add(light);
}
if (FullAuto.Verbose)
{
foreach (var light in Lights)
RLog.Msg($"FullAuto flashlight found: {light.gameObject.name}");
if (Lights.Count == 0)
RLog.Msg($"FullAuto no flashlight found on {controller.GetIl2CppType().Name}");
}
}
catch (Exception e)
{
RLog.Warning($"FullAuto could not find flashlight: {e.Message}");
}
}
internal static void ToggleFlashlight()
{
var controller = _currentRanged;
if (!controller)
return;
FindLights(controller);
if (Lights.Count == 0)
return;
_flashlightOff = !_flashlightOff;
ApplyFlashlight();
if (FullAuto.Verbose)
RLog.Msg($"FullAuto flashlight {(_flashlightOff ? "off" : "on")}");
}
private static void ApplyFlashlight()
{
foreach (var light in Lights)
{
if (light && light.enabled == _flashlightOff)
light.enabled = !_flashlightOff;
}
}
internal static void CancelBurst() internal static void CancelBurst()
{ {
_burstLeft = 0; _burstLeft = 0;
@@ -431,6 +499,16 @@ internal static class CheckFireInputPatch
var allowed = IsAllowed(__instance); var allowed = IsAllowed(__instance);
var ptr = __instance.Pointer; var ptr = __instance.Pointer;
_currentRanged = __instance;
_rangedTime = Time.time;
if (_flashlightOff)
{
if (_lightsOwner != ptr)
FindLights(__instance);
ApplyFlashlight();
}
UpdateReloadSpeed(__instance, allowed); UpdateReloadSpeed(__instance, allowed);
if (allowed && FullAuto.Enabled && (!HoldingGun || ptr != _lastGunPtr)) if (allowed && FullAuto.Enabled && (!HoldingGun || ptr != _lastGunPtr))