Remember fire mode per gun across restarts
This commit is contained in:
+46
-12
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -64,7 +64,11 @@ With a gun equipped, click the middle mouse button to cycle fire modes:
|
||||
| Semi-automatic | Normal game behavior, one shot per click |
|
||||
| 3-Round Burst | Fires 3 shots, then release and press again for the next 3 |
|
||||
|
||||
The mod starts in full-automatic every time the game loads.
|
||||
Each gun remembers its own fire mode, even after you restart the game. Guns
|
||||
start in full-automatic until you change them.
|
||||
|
||||
Press F to turn a flashlight attached to your gun or crossbow on or off.
|
||||
The key can be changed with the `flashlightkey=` line in `UserData\FullAuto.txt`.
|
||||
|
||||
Press F1 to open the console, then use these commands:
|
||||
|
||||
@@ -73,13 +77,14 @@ Press F1 to open the console, then use these commands:
|
||||
| `fullauto` | Show current settings |
|
||||
| `fullauto on` | Enable |
|
||||
| `fullauto off` | Disable until the game restarts |
|
||||
| `fullauto toggle` | Switch between on and off |
|
||||
| `fullauto rpm 1200` | Set the fire rate, 60 to 3000 rounds per minute |
|
||||
| `fullauto fastreload on` | Reload guns twice as fast, `off` to turn it back off |
|
||||
| `fullauto debug` | Log every shot to `_RedLoader\Latest.log` |
|
||||
|
||||
The default is 900 rpm. The rpm also sets how fast burst shots fire.
|
||||
|
||||
The rpm is saved to `UserData\FullAuto.txt` in your game folder.
|
||||
The rpm, fast reload, flashlight key and each gun's fire mode are saved to
|
||||
`UserData\FullAuto.txt` in your game folder.
|
||||
|
||||
## Supported weapons
|
||||
|
||||
@@ -89,5 +94,17 @@ behavior.
|
||||
|
||||
## Building from source
|
||||
|
||||
Requires the .NET 8 SDK and RedLoader installed with its game assemblies
|
||||
generated.
|
||||
|
||||
```powershell
|
||||
.\build.ps1 -Install
|
||||
```
|
||||
|
||||
Use `-Package` to build `FullAuto.zip` for a release. Pass `-GameDir "path"` if
|
||||
the game is not found automatically.
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
Check `_RedLoader\Latest.log` in your game folder. FullAuto logs a line when it loads and a line for each weapon showing whether it is full-auto or
|
||||
ignored.
|
||||
|
||||
Reference in New Issue
Block a user