Add fastreload console option
This commit is contained in:
+101
-8
@@ -24,10 +24,12 @@ public class FullAuto : SonsMod
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{
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internal const float MinRpm = 60f;
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internal const float MaxRpm = 3000f;
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internal const float ReloadMultiplier = 2f;
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internal static bool Enabled = true;
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internal static float Rpm = 900f;
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internal static FireMode Mode = FireMode.Auto;
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internal static bool FastReload;
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internal static bool Verbose;
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private static string _configPath;
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@@ -42,13 +44,16 @@ public class FullAuto : SonsMod
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{
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_configPath = Path.Combine(LoaderEnvironment.UserDataDirectory, "FullAuto.txt");
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Load();
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RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Guns only. Middle mouse cycles modes. Console: fullauto");
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RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Fast reload: {FastReload}. Guns only. Middle mouse cycles modes. Console: fullauto");
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}
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private void OnUpdate()
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{
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CheckFireInputPatch.UpdateTrigger();
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if (!CheckFireInputPatch.HoldingGun)
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CheckFireInputPatch.RestoreReloadSpeed();
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if (!Enabled || !GameState.IsPlayerControllable || !CheckFireInputPatch.HoldingGun)
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return;
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@@ -85,14 +90,25 @@ public class FullAuto : SonsMod
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case "off":
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Enabled = false;
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break;
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case "toggle":
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Enabled = !Enabled;
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break;
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case "debug":
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Verbose = !Verbose;
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SonsTools.ShowMessage($"FullAuto debug: {Verbose}");
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RLog.Msg($"FullAuto debug: {Verbose}");
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return;
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case "fastreload":
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if (parts.Length > 1 && (parts[1].ToLowerInvariant() == "on" || parts[1].ToLowerInvariant() == "off"))
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{
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FastReload = parts[1].ToLowerInvariant() == "on";
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if (!FastReload)
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CheckFireInputPatch.RestoreReloadSpeed();
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Save();
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var text = $"Fast reload {(FastReload ? "ON" : "OFF")}";
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SonsTools.ShowMessage(text);
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RLog.Msg(text);
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return;
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}
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Usage();
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return;
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case "rpm":
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if (parts.Length > 1 && float.TryParse(parts[1], out var value))
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{
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@@ -113,7 +129,7 @@ public class FullAuto : SonsMod
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private static void Usage()
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{
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var text = $"Usage: fullauto [on|off|toggle|debug] or fullauto rpm <{MinRpm}-{MaxRpm}>";
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var text = $"Usage: fullauto [on|off|debug], fullauto rpm <{MinRpm}-{MaxRpm}>, fullauto fastreload on|off";
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SonsTools.ShowMessage(text, 5f);
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RLog.Msg(text);
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}
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@@ -135,7 +151,8 @@ public class FullAuto : SonsMod
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internal static void Announce()
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{
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var text = Enabled ? $"{ModeName()} ({Rpm} RPM)" : "FullAuto OFF";
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var reload = FastReload ? ", fast reload on" : "";
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var text = Enabled ? $"{ModeName()} ({Rpm} RPM{reload})" : $"FullAuto OFF{reload}";
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SonsTools.ShowMessage(text);
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RLog.Msg(text);
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}
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@@ -158,6 +175,8 @@ public class FullAuto : SonsMod
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if (key == "rpm" && float.TryParse(val, out var rpm))
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Rpm = Mathf.Clamp(rpm, MinRpm, MaxRpm);
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else if (key == "fastreload" && bool.TryParse(val, out var fast))
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FastReload = fast;
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}
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}
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catch (Exception e)
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@@ -170,7 +189,7 @@ public class FullAuto : SonsMod
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{
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try
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{
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File.WriteAllText(_configPath, $"rpm={Rpm}\n");
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File.WriteAllText(_configPath, $"rpm={Rpm}\nfastreload={FastReload.ToString().ToLowerInvariant()}\n");
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}
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catch (Exception e)
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{
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@@ -205,6 +224,11 @@ internal static class CheckFireInputPatch
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private static float _releasedFor;
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private static bool _actionFailed;
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private static bool _holding;
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private static RangedWeaponController _speedGun;
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private static Animator _speedPlayer;
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private static Animator _speedWeapon;
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private static float _playerSpeed = 1f;
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private static float _weaponSpeed = 1f;
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private static bool _loggedHook;
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internal static bool HoldingGun => _lastGunTime >= 0f && Time.time - _lastGunTime < 0.25f;
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@@ -215,6 +239,73 @@ internal static class CheckFireInputPatch
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_holding = false;
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}
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private static void UpdateReloadSpeed(RangedWeaponController controller, bool allowed)
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{
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var want = allowed && FullAuto.FastReload && (controller._isReloading || controller.IsReloading());
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if (!want)
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{
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RestoreReloadSpeed();
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return;
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}
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if (_speedGun != null && _speedGun.Pointer == controller.Pointer)
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return;
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RestoreReloadSpeed();
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try
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{
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_speedGun = controller;
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_speedPlayer = controller._playerAnimator;
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_speedWeapon = controller._weaponAnimator;
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if (_speedPlayer)
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{
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_playerSpeed = _speedPlayer.speed;
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_speedPlayer.speed = _playerSpeed * FullAuto.ReloadMultiplier;
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}
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if (_speedWeapon)
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{
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_weaponSpeed = _speedWeapon.speed;
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_speedWeapon.speed = _weaponSpeed * FullAuto.ReloadMultiplier;
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}
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if (FullAuto.Verbose)
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RLog.Msg($"FullAuto fast reload start, player {_playerSpeed} weapon {_weaponSpeed}");
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}
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catch (Exception e)
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{
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RLog.Warning($"FullAuto could not speed up reload: {e.Message}");
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}
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}
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internal static void RestoreReloadSpeed()
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{
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if (_speedGun == null)
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return;
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try
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{
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if (_speedPlayer)
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_speedPlayer.speed = _playerSpeed;
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if (_speedWeapon)
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_speedWeapon.speed = _weaponSpeed;
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}
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catch (Exception e)
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{
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RLog.Warning($"FullAuto could not restore reload speed: {e.Message}");
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}
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_speedGun = null;
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_speedPlayer = null;
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_speedWeapon = null;
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if (FullAuto.Verbose)
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RLog.Msg("FullAuto fast reload end");
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}
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private static void HoldAfterBurst(RangedWeaponController controller)
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{
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var first = !_holding;
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@@ -338,6 +429,8 @@ internal static class CheckFireInputPatch
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var allowed = IsAllowed(__instance);
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var ptr = __instance.Pointer;
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UpdateReloadSpeed(__instance, allowed);
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if (allowed && FullAuto.Enabled && (!HoldingGun || ptr != _lastGunPtr))
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FullAuto.ShowMode();
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@@ -462,4 +555,4 @@ internal static class CheckFireInputPatch
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RLog.Msg($"FullAuto {name}: {(allowed ? "full-auto" : "ignored")}");
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return allowed;
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}
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}
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}
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