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1a81bdc552
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v1.1.0
| Author | SHA1 | Date | |
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b3aecc2bd5 | ||
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7ac7c41645 | ||
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f618337421 | ||
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6b0c5e746d | ||
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a785fd5c1a |
No files matched your search
@@ -117,7 +117,6 @@ try {
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Write-Host 'Start Sons of the Forest, then:'
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Write-Host 'Start Sons of the Forest, then:'
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Write-Host ' 1. Check that MODS appears on the main menu and lists RifleScope'
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Write-Host ' 1. Check that MODS appears on the main menu and lists RifleScope'
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Write-Host ' 2. Load into a game, equip the rifle and aim down the scope'
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Write-Host ' 2. Load into a game, equip the rifle and aim down the scope'
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Write-Host ' 3. Press F1 and type scopezoom to see or change the zoom'
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Write-Host ''
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Write-Host ''
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}
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}
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catch {
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catch {
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@@ -129,4 +128,3 @@ catch {
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Write-Host ''
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Write-Host ''
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}
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}
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Read-Host 'Press Enter to close' | Out-Null
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@@ -2,7 +2,8 @@
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A stronger rifle scope for Sons of the Forest. Aiming down the rifle scope zooms
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A stronger rifle scope for Sons of the Forest. Aiming down the rifle scope zooms
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5x further than the vanilla scope and shows a full screen scope view with a
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5x further than the vanilla scope and shows a full screen scope view with a
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crosshair reticle, mil dots and a rangefinder instead of the red dot.
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crosshair reticle, mil dots and a rangefinder instead of the red dot. You can
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also put the pistol suppressor on the rifle for quiet, suppressed shots.
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## Multiplayer
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## Multiplayer
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@@ -67,15 +68,31 @@ Press F1 to open the console, then use these commands:
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| Command | Action |
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| Command | Action |
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| --- | --- |
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| --- | --- |
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| `scope` | Show whether the scope is on or off |
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| `scope off` | Go back to the vanilla scope. The suppressor is not affected |
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| `scope on` | Turn the scope back on |
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| `scopezoom` | Show the current zoom |
|
| `scopezoom` | Show the current zoom |
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| `scopezoom 5` | Set the zoom as a multiple of the vanilla scope, 1 to 50. The default is 5 |
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| `scopezoom 5` | Set the zoom as a multiple of the vanilla scope, 1 to 50. The default is 5 |
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| `scopetrim` | Show the current vertical trim |
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| `scopetrim` | Show the current vertical trim |
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| `scopetrim 50` | Set the vertical trim, -200 to 200. Positive moves hits down, negative moves hits up. The default is 50 |
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| `scopetrim 60` | Set the vertical trim, -200 to 200. Positive moves hits down, negative moves hits up. The default is 60 |
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| `scopewind` | Show the current windage |
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| `scopewind` | Show the current windage |
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| `scopewind 20` | Set the windage, -200 to 200. Positive moves hits right, negative moves hits left. The default is 0 |
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| `scopewind 20` | Set the windage, -200 to 200. Positive moves hits right, negative moves hits left. The default is 0 |
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| `suppressor` | Show whether the rifle suppressor is on or off |
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| `suppressor on` | Put the suppressor on the rifle |
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| `suppressor off` | Take the suppressor off the rifle |
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| `scopedebug` | Toggle a debug readout above the range |
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| `scopedebug` | Toggle a debug readout above the range |
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The zoom, trim and windage are saved to `UserData\RifleScope.txt` in your game
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### Suppressor
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Run `suppressor on` to put the pistol suppressor on the end of the rifle barrel.
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Rifle shots then use the suppressed pistol shot sound. It stays on until you run
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`suppressor off`, even after restarting the game. You do not need a suppressor in
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your inventory.
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Trim and windage are angle adjustments, so a setting that is right at one range
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stays right at every range.
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The on or off setting, suppressor, zoom, trim and windage are saved to `UserData\RifleScope.txt` in your game
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folder. Setting the zoom to 1 keeps vanilla zoom and the normal scope view,
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folder. Setting the zoom to 1 keeps vanilla zoom and the normal scope view,
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without the red dot.
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without the red dot.
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@@ -94,4 +111,4 @@ the game is not found automatically.
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## Troubleshooting
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## Troubleshooting
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Check `_RedLoader\Latest.log` in your game folder. RifleScope logs a line when it
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Check `_RedLoader\Latest.log` in your game folder. RifleScope logs a line when it
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loads.
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loads.
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+363
-8
@@ -2,9 +2,15 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Globalization;
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using System.IO;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using HarmonyLib;
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using Il2CppInterop.Runtime;
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using Il2CppInterop.Runtime.InteropTypes.Arrays;
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using RedLoader;
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using RedLoader;
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using RedLoader.Utils;
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using RedLoader.Utils;
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using Sons.FieldOfView;
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using Sons.FieldOfView;
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using Sons.Items.Core;
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using Sons.Weapon;
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using Sons.Weapon;
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using SonsSdk;
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using SonsSdk;
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using SonsSdk.Attributes;
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using SonsSdk.Attributes;
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@@ -20,9 +26,16 @@ public class RifleScope : SonsMod
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private const float DefaultZoom = 5f;
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private const float DefaultZoom = 5f;
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private const float MinZoom = 1f;
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private const float MinZoom = 1f;
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private const float MaxZoom = 50f;
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private const float MaxZoom = 50f;
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private const float DefaultTrimCm = 50f;
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private const float DefaultTrimCm = 60f;
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private const float MaxTrimCm = 200f;
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private const float MaxTrimCm = 200f;
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private const float MaxWindCm = 200f;
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private const float MaxWindCm = 200f;
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private const float TrimReferenceRange = 50f;
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private const string SuppressorModName = "CompactPistolSuppressorMod";
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private const string SuppressedFireEvent = "event:/SotF Events/player sounds/Weapons/PistolTactical/PistolTacticalFire";
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private const string MuzzleName = "RifleScopeMuzzle";
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private const string RifleFireEvent = "event:/SotF Events/player sounds/Weapons/Rifle/rifle_fire";
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private const string UpgradeParameter = "upgrade";
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private const float SuppressedUpgradeValue = 0.2f;
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private const int MilDotCount = 10;
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private const int MilDotCount = 10;
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private const float MilDotSize = 0.4f;
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private const float MilDotSize = 0.4f;
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private const float MinDotPx = 7f;
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private const float MinDotPx = 7f;
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@@ -42,6 +55,14 @@ public class RifleScope : SonsMod
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private static float _trimCm = DefaultTrimCm;
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private static float _trimCm = DefaultTrimCm;
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private static float _windCm;
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private static float _windCm;
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private static bool _debug;
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private static bool _debug;
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private static bool _enabled = true;
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private static bool _suppressor;
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private static string _originalFireEvent;
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private static HarmonyLib.Harmony _audioHarmony;
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private static bool _loggedParamError;
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private static bool _loggedPistolParams;
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private static bool _reissuing;
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private static readonly List<(Renderer Renderer, int Slot, Material Original)> RedDotSlots = new();
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private static string _configPath;
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private static string _configPath;
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private static RifleAnimatorController _rifle;
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private static RifleAnimatorController _rifle;
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@@ -109,6 +130,9 @@ public class RifleScope : SonsMod
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return;
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return;
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}
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}
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if (!_enabled)
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return;
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var manager = _rifle._cameraFovManager;
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var manager = _rifle._cameraFovManager;
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if (!manager)
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if (!manager)
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{
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{
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@@ -131,14 +155,274 @@ public class RifleScope : SonsMod
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continue;
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continue;
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_rifle = rifle;
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_rifle = rifle;
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_projectile = FindProjectileTransform(rifle);
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_projectile = FindProjectileTransform(rifle);
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if (!_overlay)
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_originalFireEvent ??= rifle._gunShotAudioEvent;
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CreateOverlay();
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if (_enabled)
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HideRedDot(rifle);
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{
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if (!_overlay)
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CreateOverlay();
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HideRedDot(rifle);
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}
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if (_suppressor)
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SetSuppressor(rifle, true);
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return true;
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return true;
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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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private static WeaponMod FindSuppressorMod()
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{
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foreach (var mod in Resources.FindObjectsOfTypeAll<WeaponMod>())
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{
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if (mod && mod.name == SuppressorModName)
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return mod;
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}
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return null;
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}
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private static Transform FindChild(Transform root, string name)
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{
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foreach (var t in root.GetComponentsInChildren<Transform>(true))
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{
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if (t.name == name)
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return t;
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}
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return null;
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}
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private static bool EnsureMuzzleSlot(RangedWeaponController rifle, WeaponMods mods)
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{
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var links = mods._modLocations;
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for (var i = 0; i < links.Count; i++)
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{
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|
if (links[i].Slot == WeaponMod.Slot.Muzzle)
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|
return true;
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|
}
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var anchor = FindChild(rifle.transform, "ProjectileVisualTransform");
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|
if (!anchor)
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|
return false;
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|
var muzzle = FindChild(anchor.parent, MuzzleName);
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|
if (!muzzle)
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|
{
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var go = new GameObject(MuzzleName);
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go.layer = anchor.gameObject.layer;
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muzzle = go.transform;
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muzzle.SetParent(anchor.parent, false);
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muzzle.localPosition = anchor.localPosition;
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muzzle.localRotation = Quaternion.identity;
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muzzle.localScale = Vector3.one;
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|
}
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var link = new WeaponMods.ModLink();
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link.Slot = WeaponMod.Slot.Muzzle;
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|
link.Location = muzzle;
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|
links.Add(link);
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return true;
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|
}
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private static Type FindGameType(string name)
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|
{
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|
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
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|
{
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|
Type[] types;
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|
try
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|
{
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||||||
|
types = asm.GetTypes();
|
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|
}
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|
catch (ReflectionTypeLoadException e)
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|
{
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||||||
|
types = e.Types.Where(t => t != null).ToArray();
|
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|
}
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|
catch
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|
{
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|
continue;
|
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|
}
|
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|
|
||||||
|
foreach (var t in types)
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|
{
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|
if (t != null && t.Name == name)
|
||||||
|
return t;
|
||||||
|
}
|
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|
}
|
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|
return null;
|
||||||
|
}
|
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|
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|
private static void InstallAudioPatches()
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|
{
|
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|
if (_audioHarmony != null)
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|
return;
|
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|
_audioHarmony = new HarmonyLib.Harmony("RifleScope.SuppressorAudio");
|
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|
|
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var handler = FindGameType("FMOD_AnimationEventHandler");
|
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|
var animPrefix = new HarmonyMethod(typeof(RifleScope).GetMethod(nameof(AnimEventPrefix), BindingFlags.NonPublic | BindingFlags.Static));
|
||||||
|
var count = 0;
|
||||||
|
if (handler != null)
|
||||||
|
{
|
||||||
|
foreach (var m in handler.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly))
|
||||||
|
{
|
||||||
|
var ps = m.GetParameters();
|
||||||
|
if (m.Name != "playFMODEvent" || ps.Length == 0 || ps[0].ParameterType != typeof(string))
|
||||||
|
continue;
|
||||||
|
_audioHarmony.Patch(m, prefix: animPrefix);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var common = FindGameType("FMODCommon");
|
||||||
|
var oneshotPrefix = new HarmonyMethod(typeof(RifleScope).GetMethod(nameof(OneshotPrefix), BindingFlags.NonPublic | BindingFlags.Static));
|
||||||
|
if (common != null)
|
||||||
|
{
|
||||||
|
foreach (var m in common.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.DeclaredOnly))
|
||||||
|
{
|
||||||
|
var ps = m.GetParameters();
|
||||||
|
if (m.Name != "PlayOneshotInternal" || ps.Length < 4 || ps[0].ParameterType != typeof(string))
|
||||||
|
continue;
|
||||||
|
_audioHarmony.Patch(m, prefix: oneshotPrefix);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
RLog.Msg($"Suppressor audio: patched {count} methods (handler={(handler != null)}, common={(common != null)})");
|
||||||
|
}
|
||||||
|
|
||||||
|
private static bool RifleSuppressedNow() =>
|
||||||
|
_suppressor && _rifle && _rifle.gameObject.activeInHierarchy;
|
||||||
|
|
||||||
|
private static bool AnimEventPrefix(Component __instance, object[] __args)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (!RifleSuppressedNow() || __args == null || __args.Length == 0 || __args[0] as string != RifleFireEvent)
|
||||||
|
return true;
|
||||||
|
if (!__instance || __instance.transform.root != _rifle.transform.root)
|
||||||
|
return true;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
catch
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static bool OneshotPrefix(MethodBase __originalMethod, object[] __args)
|
||||||
|
{
|
||||||
|
if (_reissuing)
|
||||||
|
return true;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (__args == null || __args.Length < 4 || __args[0] as string != SuppressedFireEvent)
|
||||||
|
return true;
|
||||||
|
|
||||||
|
var existing = __args[3] as Il2CppReferenceArray<Il2CppSystem.Object>;
|
||||||
|
|
||||||
|
if (!RifleSuppressedNow())
|
||||||
|
{
|
||||||
|
if (!_loggedPistolParams && existing != null && existing.Length > 0)
|
||||||
|
{
|
||||||
|
_loggedPistolParams = true;
|
||||||
|
RLog.Msg($"Suppressor audio: pistol params [{string.Join(", ", existing.Select(Describe))}]");
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
var oldCount = existing?.Length ?? 0;
|
||||||
|
for (var i = 0; i < oldCount; i++)
|
||||||
|
{
|
||||||
|
if (existing[i] != null && existing[i].ToString() == UpgradeParameter)
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
var array = new Il2CppReferenceArray<Il2CppSystem.Object>(oldCount + 2);
|
||||||
|
for (var i = 0; i < oldCount; i++)
|
||||||
|
array[i] = existing[i];
|
||||||
|
array[oldCount] = new Il2CppSystem.Object(IL2CPP.ManagedStringToIl2Cpp(UpgradeParameter));
|
||||||
|
array[oldCount + 1] = BoxFloat(SuppressedUpgradeValue);
|
||||||
|
|
||||||
|
var args = (object[])__args.Clone();
|
||||||
|
args[3] = array;
|
||||||
|
_reissuing = true;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
__originalMethod.Invoke(null, args);
|
||||||
|
}
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
_reissuing = false;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
if (!_loggedParamError)
|
||||||
|
{
|
||||||
|
_loggedParamError = true;
|
||||||
|
RLog.Error($"Suppressor audio: could not play suppressed shot: {(e.InnerException ?? e).Message}");
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Il2CppSystem.Object BoxFloat(float value)
|
||||||
|
{
|
||||||
|
object single = new Il2CppSystem.Single();
|
||||||
|
typeof(Il2CppSystem.Single).GetField("m_value", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.SetValue(single, value);
|
||||||
|
return ((Il2CppSystem.Single)single).BoxIl2CppObject();
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string Describe(Il2CppSystem.Object o)
|
||||||
|
{
|
||||||
|
if (o == null)
|
||||||
|
return "null";
|
||||||
|
try
|
||||||
|
{
|
||||||
|
return $"{o.GetIl2CppType().Name}:{o.ToString()}";
|
||||||
|
}
|
||||||
|
catch
|
||||||
|
{
|
||||||
|
return "?";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void SetSuppressor(RangedWeaponController rifle, bool on)
|
||||||
|
{
|
||||||
|
var weapon = rifle._rangedWeapon;
|
||||||
|
var mods = weapon ? weapon._weaponMods : null;
|
||||||
|
if (!mods)
|
||||||
|
{
|
||||||
|
Say("Suppressor: rifle has no WeaponMods");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var mod = FindSuppressorMod();
|
||||||
|
if (!mod)
|
||||||
|
{
|
||||||
|
Say("Suppressor: pistol suppressor mod is not loaded");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (on)
|
||||||
|
{
|
||||||
|
InstallAudioPatches();
|
||||||
|
if (!EnsureMuzzleSlot(rifle, mods))
|
||||||
|
{
|
||||||
|
Say("Suppressor: could not find the rifle muzzle");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var applied = mods.HasMod(mod.ModItemId) || mods.ApplyMod(mod);
|
||||||
|
rifle._gunShotAudioEvent = SuppressedFireEvent;
|
||||||
|
RLog.Msg($"Suppressor on: applied={applied} slot={mod.AttachesToSlot} required={mod.RequiredSlot} item={mod.ModItemId}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mods.HasMod(mod.ModItemId))
|
||||||
|
mods.RemoveMod(mod);
|
||||||
|
if (_originalFireEvent != null)
|
||||||
|
rifle._gunShotAudioEvent = _originalFireEvent;
|
||||||
|
}
|
||||||
|
|
||||||
private static Transform FindProjectileTransform(RangedWeaponController rifle)
|
private static Transform FindProjectileTransform(RangedWeaponController rifle)
|
||||||
{
|
{
|
||||||
var constraint = rifle._projectileTransformConstraint;
|
var constraint = rifle._projectileTransformConstraint;
|
||||||
@@ -196,8 +480,9 @@ public class RifleScope : SonsMod
|
|||||||
}
|
}
|
||||||
|
|
||||||
CenterPoint(cam, out var point);
|
CenterPoint(cam, out var point);
|
||||||
point -= cam.transform.up * (_trimCm * 0.01f);
|
var scale = Vector3.Distance(cam.transform.position, point) / TrimReferenceRange;
|
||||||
point += cam.transform.right * (_windCm * 0.01f);
|
point -= cam.transform.up * (_trimCm * 0.01f * scale);
|
||||||
|
point += cam.transform.right * (_windCm * 0.01f * scale);
|
||||||
var dir = point - _projectile.position;
|
var dir = point - _projectile.position;
|
||||||
if (dir.sqrMagnitude < 0.0001f)
|
if (dir.sqrMagnitude < 0.0001f)
|
||||||
return;
|
return;
|
||||||
@@ -267,6 +552,7 @@ public class RifleScope : SonsMod
|
|||||||
var mat = mats[i];
|
var mat = mats[i];
|
||||||
if (!mat || HiddenIds.Contains(mat.GetInstanceID()) || !mat.shader || mat.shader.name != RedDotShader)
|
if (!mat || HiddenIds.Contains(mat.GetInstanceID()) || !mat.shader || mat.shader.name != RedDotShader)
|
||||||
continue;
|
continue;
|
||||||
|
RedDotSlots.Add((renderer, i, mat));
|
||||||
mats[i] = HiddenFor(mat);
|
mats[i] = HiddenFor(mat);
|
||||||
changed = true;
|
changed = true;
|
||||||
}
|
}
|
||||||
@@ -275,6 +561,33 @@ public class RifleScope : SonsMod
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static void RestoreRedDot()
|
||||||
|
{
|
||||||
|
foreach (var (renderer, slot, original) in RedDotSlots)
|
||||||
|
{
|
||||||
|
if (!renderer || !original)
|
||||||
|
continue;
|
||||||
|
var mats = renderer.sharedMaterials;
|
||||||
|
if (slot >= mats.Length || !mats[slot] || !HiddenIds.Contains(mats[slot].GetInstanceID()))
|
||||||
|
continue;
|
||||||
|
mats[slot] = original;
|
||||||
|
renderer.sharedMaterials = mats;
|
||||||
|
}
|
||||||
|
RedDotSlots.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Disable()
|
||||||
|
{
|
||||||
|
SetZoomed(false, null);
|
||||||
|
if (_rifle)
|
||||||
|
{
|
||||||
|
var settings = _rifle._fovChangeSettings;
|
||||||
|
if (settings != null && OriginalOffsets.TryGetValue(settings.Pointer, out var original))
|
||||||
|
settings._FieldOfViewTargetOffset_k__BackingField = original;
|
||||||
|
}
|
||||||
|
RestoreRedDot();
|
||||||
|
}
|
||||||
|
|
||||||
private static Material HiddenFor(Material original)
|
private static Material HiddenFor(Material original)
|
||||||
{
|
{
|
||||||
var id = original.GetInstanceID();
|
var id = original.GetInstanceID();
|
||||||
@@ -632,6 +945,44 @@ public class RifleScope : SonsMod
|
|||||||
return tex;
|
return tex;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[DebugCommand("scope")]
|
||||||
|
private static void ScopeCommand(string args)
|
||||||
|
{
|
||||||
|
args = (args ?? string.Empty).Trim().ToLowerInvariant();
|
||||||
|
|
||||||
|
if (args == "on" || args == "off")
|
||||||
|
{
|
||||||
|
_enabled = args == "on";
|
||||||
|
Save();
|
||||||
|
if (_enabled)
|
||||||
|
_rifle = null;
|
||||||
|
else
|
||||||
|
Disable();
|
||||||
|
Say($"RifleScope {(_enabled ? "on" : "off")}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Say($"RifleScope is {(_enabled ? "on" : "off")}. Usage: scope on or scope off");
|
||||||
|
}
|
||||||
|
|
||||||
|
[DebugCommand("suppressor")]
|
||||||
|
private static void SuppressorCommand(string args)
|
||||||
|
{
|
||||||
|
args = (args ?? string.Empty).Trim().ToLowerInvariant();
|
||||||
|
|
||||||
|
if (args != "on" && args != "off")
|
||||||
|
{
|
||||||
|
Say($"Rifle suppressor is {(_suppressor ? "on" : "off")}. Usage: suppressor on or suppressor off");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_suppressor = args == "on";
|
||||||
|
Save();
|
||||||
|
if (_rifle)
|
||||||
|
SetSuppressor(_rifle, _suppressor);
|
||||||
|
Say($"Rifle suppressor {(_suppressor ? "on" : "off")}");
|
||||||
|
}
|
||||||
|
|
||||||
[DebugCommand("scopezoom")]
|
[DebugCommand("scopezoom")]
|
||||||
private static void ScopeZoomCommand(string args)
|
private static void ScopeZoomCommand(string args)
|
||||||
{
|
{
|
||||||
@@ -732,6 +1083,10 @@ public class RifleScope : SonsMod
|
|||||||
_trimCm = trim;
|
_trimCm = trim;
|
||||||
if (parts.Length > 2 && float.TryParse(parts[2], NumberStyles.Float, Inv, out var wind) && wind >= -MaxWindCm && wind <= MaxWindCm)
|
if (parts.Length > 2 && float.TryParse(parts[2], NumberStyles.Float, Inv, out var wind) && wind >= -MaxWindCm && wind <= MaxWindCm)
|
||||||
_windCm = wind;
|
_windCm = wind;
|
||||||
|
if (parts.Length > 3)
|
||||||
|
_enabled = parts[3] != "0";
|
||||||
|
if (parts.Length > 4)
|
||||||
|
_suppressor = parts[4] == "1";
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
@@ -743,11 +1098,11 @@ public class RifleScope : SonsMod
|
|||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
File.WriteAllText(_configPath, $"{_zoom.ToString(Inv)} {_trimCm.ToString(Inv)} {_windCm.ToString(Inv)}");
|
File.WriteAllText(_configPath, $"{_zoom.ToString(Inv)} {_trimCm.ToString(Inv)} {_windCm.ToString(Inv)} {(_enabled ? "1" : "0")} {(_suppressor ? "1" : "0")}");
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
RLog.Error($"RifleScope could not write config: {e.Message}");
|
RLog.Error($"RifleScope could not write config: {e.Message}");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+2
-2
@@ -6,7 +6,7 @@
|
|||||||
<LangVersion>latest</LangVersion>
|
<LangVersion>latest</LangVersion>
|
||||||
<AssemblyName>RifleScope</AssemblyName>
|
<AssemblyName>RifleScope</AssemblyName>
|
||||||
<RootNamespace>RifleScope</RootNamespace>
|
<RootNamespace>RifleScope</RootNamespace>
|
||||||
<Version>1.0.0</Version>
|
<Version>1.1.0</Version>
|
||||||
<NoWarn>CS0436;CS1701;CS1702;MSB3277;MSB3106</NoWarn>
|
<NoWarn>CS0436;CS1701;CS1702;MSB3277;MSB3106</NoWarn>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
@@ -34,4 +34,4 @@
|
|||||||
<EmbeddedResource Include="manifest.json" />
|
<EmbeddedResource Include="manifest.json" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
</Project>
|
</Project>
|
||||||
+2
-2
@@ -3,9 +3,9 @@
|
|||||||
"id": "RifleScope",
|
"id": "RifleScope",
|
||||||
"name": "RifleScope",
|
"name": "RifleScope",
|
||||||
"author": "JustinOros",
|
"author": "JustinOros",
|
||||||
"version": "1.0.0",
|
"version": "1.1.0",
|
||||||
"description": "Stronger rifle scope magnification and a crosshair reticle",
|
"description": "Stronger rifle scope magnification and a crosshair reticle",
|
||||||
"gameVersion": "1.0.0",
|
"gameVersion": "1.0.0",
|
||||||
"platform": "Client",
|
"platform": "Client",
|
||||||
"type": "Mod"
|
"type": "Mod"
|
||||||
}
|
}
|
||||||
Reference in new issue
Block a user