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24f62d70e1 |
+199
-12
@@ -24,10 +24,13 @@ public class FullAuto : SonsMod
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|||||||
{
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{
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internal const float MinRpm = 60f;
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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 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 bool Enabled = true;
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internal static float Rpm = 900f;
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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 FireMode Mode = FireMode.Auto;
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internal static bool FastReload;
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internal static KeyCode FlashlightKey = KeyCode.F;
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internal static bool Verbose;
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internal static bool Verbose;
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private static string _configPath;
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private static string _configPath;
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@@ -42,14 +45,21 @@ public class FullAuto : SonsMod
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{
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{
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_configPath = Path.Combine(LoaderEnvironment.UserDataDirectory, "FullAuto.txt");
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_configPath = Path.Combine(LoaderEnvironment.UserDataDirectory, "FullAuto.txt");
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Load();
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Load();
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RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Guns only. Middle mouse cycles modes. Console: fullauto");
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Save();
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RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Fast reload: {FastReload}. Flashlight key: {FlashlightKey}. Guns only. Middle mouse cycles modes. Console: fullauto");
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}
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}
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private void OnUpdate()
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private void OnUpdate()
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{
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{
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CheckFireInputPatch.UpdateTrigger();
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CheckFireInputPatch.UpdateTrigger();
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if (!Enabled || !GameState.IsPlayerControllable || !CheckFireInputPatch.HoldingGun)
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if (!CheckFireInputPatch.HoldingGun)
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CheckFireInputPatch.RestoreReloadSpeed();
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if (Input.GetKeyDown(FlashlightKey) && CheckFireInputPatch.InGame && CheckFireInputPatch.HoldingRanged)
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CheckFireInputPatch.ToggleFlashlight();
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if (!Enabled || !CheckFireInputPatch.InGame || !CheckFireInputPatch.HoldingGun)
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return;
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return;
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if (Input.GetMouseButtonDown(2))
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if (Input.GetMouseButtonDown(2))
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@@ -61,7 +71,7 @@ public class FullAuto : SonsMod
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_ => FireMode.Auto
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_ => FireMode.Auto
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};
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};
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CheckFireInputPatch.CancelBurst();
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CheckFireInputPatch.CancelBurst();
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SonsTools.ShowMessage(ModeName(), 2f);
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ShowMode();
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RLog.Msg($"FullAuto mode: {ModeName()}");
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RLog.Msg($"FullAuto mode: {ModeName()}");
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}
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}
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}
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}
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@@ -85,14 +95,25 @@ public class FullAuto : SonsMod
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case "off":
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case "off":
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Enabled = false;
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Enabled = false;
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break;
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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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case "debug":
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Verbose = !Verbose;
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Verbose = !Verbose;
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SonsTools.ShowMessage($"FullAuto debug: {Verbose}");
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SonsTools.ShowMessage($"FullAuto debug: {Verbose}");
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RLog.Msg($"FullAuto debug: {Verbose}");
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RLog.Msg($"FullAuto debug: {Verbose}");
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return;
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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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case "rpm":
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if (parts.Length > 1 && float.TryParse(parts[1], out var value))
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if (parts.Length > 1 && float.TryParse(parts[1], out var value))
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{
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{
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@@ -113,7 +134,7 @@ public class FullAuto : SonsMod
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private static void Usage()
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private static void Usage()
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{
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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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SonsTools.ShowMessage(text, 5f);
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RLog.Msg(text);
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RLog.Msg(text);
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}
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}
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@@ -128,9 +149,15 @@ public class FullAuto : SonsMod
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};
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};
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}
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}
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internal static void ShowMode()
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{
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SonsTools.ShowMessage(ModeName(), 2f);
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}
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internal static void Announce()
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internal static void Announce()
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{
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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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SonsTools.ShowMessage(text);
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RLog.Msg(text);
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RLog.Msg(text);
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}
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}
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@@ -153,6 +180,10 @@ public class FullAuto : SonsMod
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if (key == "rpm" && float.TryParse(val, out var rpm))
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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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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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else if (key == "flashlightkey" && Enum.TryParse<KeyCode>(val, true, out var flashKey))
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FlashlightKey = flashKey;
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}
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}
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||||||
}
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}
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||||||
catch (Exception e)
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catch (Exception e)
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||||||
@@ -165,7 +196,7 @@ public class FullAuto : SonsMod
|
|||||||
{
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{
|
||||||
try
|
try
|
||||||
{
|
{
|
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File.WriteAllText(_configPath, $"rpm={Rpm}\n");
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File.WriteAllText(_configPath, $"rpm={Rpm}\nfastreload={FastReload.ToString().ToLowerInvariant()}\nflashlightkey={FlashlightKey}\n");
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||||||
}
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}
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||||||
catch (Exception e)
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catch (Exception e)
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||||||
{
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{
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||||||
@@ -195,20 +226,156 @@ internal static class CheckFireInputPatch
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|||||||
private static float _nextShot;
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private static float _nextShot;
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||||||
private static int _burstLeft;
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private static int _burstLeft;
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||||||
private static float _lastGunTime = -1f;
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private static float _lastGunTime = -1f;
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private static IntPtr _lastGunPtr = IntPtr.Zero;
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private static bool _triggerDown;
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private static bool _triggerDown;
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private static float _releasedFor;
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private static float _releasedFor;
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private static bool _actionFailed;
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private static bool _actionFailed;
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private static bool _holding;
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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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||||||
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private static float _playerSpeed = 1f;
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||||||
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private static float _weaponSpeed = 1f;
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||||||
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private static RangedWeaponController _currentRanged;
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private static float _rangedTime = -1f;
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||||||
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private static bool _flashlightOff;
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||||||
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private static IntPtr _lightsOwner = IntPtr.Zero;
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||||||
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private static readonly List<Light> Lights = new();
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||||||
private static bool _loggedHook;
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private static bool _loggedHook;
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||||||
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||||||
internal static bool HoldingGun => _lastGunTime >= 0f && Time.time - _lastGunTime < 0.25f;
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internal static bool HoldingGun => _lastGunTime >= 0f && Time.time - _lastGunTime < 0.25f;
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internal static bool InGame => GameState.IsPlayerControllable && !Cursor.visible && !LocalPlayer.IsInInventory && Time.timeScale > 0f;
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||||||
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internal static bool HoldingRanged => _currentRanged != null && _rangedTime >= 0f && Time.time - _rangedTime < 0.25f;
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private static void FindLights(RangedWeaponController controller)
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{
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Lights.Clear();
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_lightsOwner = controller.Pointer;
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||||||
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try
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||||||
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{
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||||||
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foreach (var light in controller.GetComponentsInChildren<Light>(true))
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||||||
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{
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||||||
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if (light && light.type == LightType.Spot)
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Lights.Add(light);
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}
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if (FullAuto.Verbose)
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{
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foreach (var light in Lights)
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RLog.Msg($"FullAuto flashlight found: {light.gameObject.name}");
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if (Lights.Count == 0)
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RLog.Msg($"FullAuto no flashlight found on {controller.GetIl2CppType().Name}");
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}
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}
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catch (Exception e)
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||||||
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{
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||||||
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RLog.Warning($"FullAuto could not find flashlight: {e.Message}");
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||||||
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}
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}
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internal static void ToggleFlashlight()
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||||||
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{
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||||||
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var controller = _currentRanged;
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|
if (!controller)
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||||||
|
return;
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||||||
|
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||||||
|
FindLights(controller);
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||||||
|
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||||||
|
if (Lights.Count == 0)
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||||||
|
return;
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||||||
|
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||||||
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_flashlightOff = !_flashlightOff;
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||||||
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ApplyFlashlight();
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||||||
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||||||
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if (FullAuto.Verbose)
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||||||
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RLog.Msg($"FullAuto flashlight {(_flashlightOff ? "off" : "on")}");
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||||||
|
}
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||||||
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||||||
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private static void ApplyFlashlight()
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||||||
|
{
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||||||
|
foreach (var light in Lights)
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||||||
|
{
|
||||||
|
if (light && light.enabled == _flashlightOff)
|
||||||
|
light.enabled = !_flashlightOff;
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||||||
|
}
|
||||||
|
}
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||||||
|
|
||||||
internal static void CancelBurst()
|
internal static void CancelBurst()
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||||||
{
|
{
|
||||||
_burstLeft = 0;
|
_burstLeft = 0;
|
||||||
_holding = false;
|
_holding = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static void UpdateReloadSpeed(RangedWeaponController controller, bool allowed)
|
||||||
|
{
|
||||||
|
var want = allowed && FullAuto.FastReload && (controller._isReloading || controller.IsReloading());
|
||||||
|
|
||||||
|
if (!want)
|
||||||
|
{
|
||||||
|
RestoreReloadSpeed();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_speedGun != null && _speedGun.Pointer == controller.Pointer)
|
||||||
|
return;
|
||||||
|
|
||||||
|
RestoreReloadSpeed();
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
_speedGun = controller;
|
||||||
|
_speedPlayer = controller._playerAnimator;
|
||||||
|
_speedWeapon = controller._weaponAnimator;
|
||||||
|
|
||||||
|
if (_speedPlayer)
|
||||||
|
{
|
||||||
|
_playerSpeed = _speedPlayer.speed;
|
||||||
|
_speedPlayer.speed = _playerSpeed * FullAuto.ReloadMultiplier;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_speedWeapon)
|
||||||
|
{
|
||||||
|
_weaponSpeed = _speedWeapon.speed;
|
||||||
|
_speedWeapon.speed = _weaponSpeed * FullAuto.ReloadMultiplier;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (FullAuto.Verbose)
|
||||||
|
RLog.Msg($"FullAuto fast reload start, player {_playerSpeed} weapon {_weaponSpeed}");
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
RLog.Warning($"FullAuto could not speed up reload: {e.Message}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static void RestoreReloadSpeed()
|
||||||
|
{
|
||||||
|
if (_speedGun == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (_speedPlayer)
|
||||||
|
_speedPlayer.speed = _playerSpeed;
|
||||||
|
if (_speedWeapon)
|
||||||
|
_speedWeapon.speed = _weaponSpeed;
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
RLog.Warning($"FullAuto could not restore reload speed: {e.Message}");
|
||||||
|
}
|
||||||
|
|
||||||
|
_speedGun = null;
|
||||||
|
_speedPlayer = null;
|
||||||
|
_speedWeapon = null;
|
||||||
|
|
||||||
|
if (FullAuto.Verbose)
|
||||||
|
RLog.Msg("FullAuto fast reload end");
|
||||||
|
}
|
||||||
|
|
||||||
private static void HoldAfterBurst(RangedWeaponController controller)
|
private static void HoldAfterBurst(RangedWeaponController controller)
|
||||||
{
|
{
|
||||||
var first = !_holding;
|
var first = !_holding;
|
||||||
@@ -291,7 +458,7 @@ internal static class CheckFireInputPatch
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
_triggerDown = true;
|
_triggerDown = true;
|
||||||
if (FullAuto.Enabled && FullAuto.Mode == FireMode.Burst && HoldingGun && GameState.IsPlayerControllable)
|
if (FullAuto.Enabled && FullAuto.Mode == FireMode.Burst && HoldingGun && InGame)
|
||||||
StartBurst();
|
StartBurst();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -330,6 +497,25 @@ internal static class CheckFireInputPatch
|
|||||||
return true;
|
return true;
|
||||||
|
|
||||||
var allowed = IsAllowed(__instance);
|
var allowed = IsAllowed(__instance);
|
||||||
|
var ptr = __instance.Pointer;
|
||||||
|
|
||||||
|
_currentRanged = __instance;
|
||||||
|
_rangedTime = Time.time;
|
||||||
|
|
||||||
|
if (_flashlightOff)
|
||||||
|
{
|
||||||
|
if (_lightsOwner != ptr)
|
||||||
|
FindLights(__instance);
|
||||||
|
ApplyFlashlight();
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateReloadSpeed(__instance, allowed);
|
||||||
|
|
||||||
|
if (allowed && FullAuto.Enabled && (!HoldingGun || ptr != _lastGunPtr))
|
||||||
|
FullAuto.ShowMode();
|
||||||
|
|
||||||
|
if (allowed)
|
||||||
|
_lastGunPtr = ptr;
|
||||||
_lastGunTime = allowed ? Time.time : -1f;
|
_lastGunTime = allowed ? Time.time : -1f;
|
||||||
|
|
||||||
if (!FullAuto.Enabled || !allowed)
|
if (!FullAuto.Enabled || !allowed)
|
||||||
@@ -341,7 +527,7 @@ internal static class CheckFireInputPatch
|
|||||||
var pressed = FirePressed();
|
var pressed = FirePressed();
|
||||||
var held = _triggerDown || pressed;
|
var held = _triggerDown || pressed;
|
||||||
|
|
||||||
if (!GameState.IsPlayerControllable)
|
if (!InGame)
|
||||||
{
|
{
|
||||||
_burstLeft = 0;
|
_burstLeft = 0;
|
||||||
return !held;
|
return !held;
|
||||||
@@ -449,4 +635,5 @@ internal static class CheckFireInputPatch
|
|||||||
RLog.Msg($"FullAuto {name}: {(allowed ? "full-auto" : "ignored")}");
|
RLog.Msg($"FullAuto {name}: {(allowed ? "full-auto" : "ignored")}");
|
||||||
return allowed;
|
return allowed;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+134
@@ -0,0 +1,134 @@
|
|||||||
|
[CmdletBinding()]
|
||||||
|
param(
|
||||||
|
[string]$GameDir
|
||||||
|
)
|
||||||
|
|
||||||
|
$ErrorActionPreference = 'Stop'
|
||||||
|
|
||||||
|
function Write-Step {
|
||||||
|
param([string]$Text)
|
||||||
|
Write-Host ''
|
||||||
|
Write-Host $Text -ForegroundColor Cyan
|
||||||
|
}
|
||||||
|
|
||||||
|
function Find-GameDir {
|
||||||
|
$steam = (Get-ItemProperty 'HKCU:\Software\Valve\Steam' -ErrorAction SilentlyContinue).SteamPath
|
||||||
|
if (-not $steam) { return $null }
|
||||||
|
$libs = @($steam)
|
||||||
|
$vdf = Join-Path $steam 'steamapps\libraryfolders.vdf'
|
||||||
|
if (Test-Path $vdf) {
|
||||||
|
Select-String -Path $vdf -Pattern '"path"\s+"(.+?)"' -AllMatches |
|
||||||
|
ForEach-Object { $_.Matches } |
|
||||||
|
ForEach-Object { $libs += $_.Groups[1].Value.Replace('\\','\') }
|
||||||
|
}
|
||||||
|
foreach ($lib in $libs) {
|
||||||
|
$candidate = Join-Path $lib 'steamapps\common\Sons Of The Forest'
|
||||||
|
if (Test-Path (Join-Path $candidate 'SonsOfTheForest.exe')) { return $candidate }
|
||||||
|
}
|
||||||
|
return $null
|
||||||
|
}
|
||||||
|
|
||||||
|
function Get-ReleaseZip {
|
||||||
|
param([string]$Repo, [string]$Pattern, [string]$OutFile)
|
||||||
|
$release = Invoke-RestMethod "https://api.github.com/repos/$Repo/releases/latest" -Headers @{ 'User-Agent' = 'ps' }
|
||||||
|
$asset = $release.assets | Where-Object { $_.name -match $Pattern } | Select-Object -First 1
|
||||||
|
if (-not $asset) { throw "Could not find a download matching $Pattern in the latest $Repo release" }
|
||||||
|
Write-Host " version $($release.tag_name)"
|
||||||
|
Invoke-WebRequest -Uri $asset.browser_download_url -OutFile $OutFile -UseBasicParsing
|
||||||
|
return $asset.name
|
||||||
|
}
|
||||||
|
|
||||||
|
try {
|
||||||
|
Write-Host ''
|
||||||
|
Write-Host '====================================' -ForegroundColor Green
|
||||||
|
Write-Host ' FullAuto installer' -ForegroundColor Green
|
||||||
|
Write-Host '====================================' -ForegroundColor Green
|
||||||
|
|
||||||
|
if (Get-Process -Name 'SonsOfTheForest' -ErrorAction SilentlyContinue) {
|
||||||
|
throw 'Sons of the Forest is running. Close the game and run the installer again.'
|
||||||
|
}
|
||||||
|
|
||||||
|
Write-Step 'Looking for Sons of the Forest'
|
||||||
|
if (-not $GameDir) { $GameDir = Find-GameDir }
|
||||||
|
if (-not $GameDir -or -not (Test-Path (Join-Path $GameDir 'SonsOfTheForest.exe'))) {
|
||||||
|
Write-Host ' Could not find the game automatically.' -ForegroundColor Yellow
|
||||||
|
Write-Host ' In Steam, right-click Sons Of The Forest, then Manage, then Browse local files.'
|
||||||
|
Write-Host ' Copy the folder path from the address bar and paste it below.'
|
||||||
|
$GameDir = (Read-Host ' Game folder').Trim('"')
|
||||||
|
if (-not (Test-Path (Join-Path $GameDir 'SonsOfTheForest.exe'))) {
|
||||||
|
throw "SonsOfTheForest.exe was not found in $GameDir"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Write-Host " found: $GameDir" -ForegroundColor Green
|
||||||
|
|
||||||
|
$needsFirstLaunch = $false
|
||||||
|
|
||||||
|
Write-Step 'Checking for RedLoader'
|
||||||
|
if (Test-Path (Join-Path $GameDir '_RedLoader\net6\SonsSdk.dll')) {
|
||||||
|
Write-Host ' already installed' -ForegroundColor Green
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
Write-Host ' not installed, downloading it now'
|
||||||
|
$rlZip = Join-Path $env:TEMP 'RedLoader.zip'
|
||||||
|
Get-ReleaseZip -Repo 'ToniMacaroni/RedLoader' -Pattern '^RedLoader.*\.zip$' -OutFile $rlZip | Out-Null
|
||||||
|
|
||||||
|
$rlStage = Join-Path $env:TEMP 'redloader-stage'
|
||||||
|
if (Test-Path $rlStage) { Remove-Item $rlStage -Recurse -Force }
|
||||||
|
Expand-Archive -Path $rlZip -DestinationPath $rlStage -Force
|
||||||
|
Copy-Item -Path (Join-Path $rlStage '*') -Destination $GameDir -Recurse -Force
|
||||||
|
Remove-Item $rlZip -Force -ErrorAction SilentlyContinue
|
||||||
|
Remove-Item $rlStage -Recurse -Force -ErrorAction SilentlyContinue
|
||||||
|
Write-Host ' installed' -ForegroundColor Green
|
||||||
|
$needsFirstLaunch = $true
|
||||||
|
}
|
||||||
|
|
||||||
|
Write-Step 'Downloading FullAuto'
|
||||||
|
$modZip = Join-Path $env:TEMP 'FullAuto.zip'
|
||||||
|
Get-ReleaseZip -Repo 'JustinOros/sotf-fullauto' -Pattern '^FullAuto\.zip$' -OutFile $modZip | Out-Null
|
||||||
|
|
||||||
|
Write-Step 'Installing FullAuto'
|
||||||
|
$modsDir = Join-Path $GameDir 'Mods'
|
||||||
|
New-Item -ItemType Directory -Force -Path $modsDir | Out-Null
|
||||||
|
Remove-Item (Join-Path $modsDir 'FullAuto.dll') -Force -ErrorAction SilentlyContinue
|
||||||
|
Remove-Item (Join-Path $modsDir 'FullAuto') -Recurse -Force -ErrorAction SilentlyContinue
|
||||||
|
Expand-Archive -Path $modZip -DestinationPath $modsDir -Force
|
||||||
|
Remove-Item $modZip -Force -ErrorAction SilentlyContinue
|
||||||
|
|
||||||
|
if (-not (Test-Path (Join-Path $modsDir 'FullAuto.dll'))) {
|
||||||
|
throw 'Something went wrong, FullAuto.dll is not in the Mods folder'
|
||||||
|
}
|
||||||
|
if (-not (Test-Path (Join-Path $modsDir 'FullAuto\manifest.json'))) {
|
||||||
|
throw 'Something went wrong, manifest.json is not in the Mods\FullAuto folder'
|
||||||
|
}
|
||||||
|
Write-Host ' installed' -ForegroundColor Green
|
||||||
|
|
||||||
|
Write-Host ''
|
||||||
|
Write-Host '====================================' -ForegroundColor Green
|
||||||
|
Write-Host ' Done' -ForegroundColor Green
|
||||||
|
Write-Host '====================================' -ForegroundColor Green
|
||||||
|
Write-Host ''
|
||||||
|
|
||||||
|
if ($needsFirstLaunch) {
|
||||||
|
Write-Host 'RedLoader was installed for the first time, so the next time you start'
|
||||||
|
Write-Host 'the game it will take a few extra minutes to get ready. That is normal.'
|
||||||
|
Write-Host ''
|
||||||
|
}
|
||||||
|
|
||||||
|
Write-Host 'Start Sons of the Forest, then:'
|
||||||
|
Write-Host ' 1. Check that MODS appears on the main menu and lists FullAuto'
|
||||||
|
Write-Host ' 2. Load into a game and equip a pistol, revolver, shotgun or rifle'
|
||||||
|
Write-Host ' 3. Hold the fire button to shoot full-auto'
|
||||||
|
Write-Host ' 4. Click the middle mouse button to switch between'
|
||||||
|
Write-Host ' Full-automatic, Semi-automatic and 3-Round Burst'
|
||||||
|
Write-Host ''
|
||||||
|
}
|
||||||
|
catch {
|
||||||
|
Write-Host ''
|
||||||
|
Write-Host "Install failed: $($_.Exception.Message)" -ForegroundColor Red
|
||||||
|
if ($_.Exception.Message -match 'denied') {
|
||||||
|
Write-Host 'Try again from PowerShell opened with Run as administrator.' -ForegroundColor Yellow
|
||||||
|
}
|
||||||
|
Write-Host ''
|
||||||
|
}
|
||||||
|
|
||||||
|
Read-Host 'Press Enter to close' | Out-Null
|
||||||
@@ -12,7 +12,20 @@ players do not need the mod.
|
|||||||
|
|
||||||
## Installation
|
## Installation
|
||||||
|
|
||||||
### Step 1: Install RedLoader
|
### Easy install
|
||||||
|
|
||||||
|
Close the game, open PowerShell and paste:
|
||||||
|
|
||||||
|
```powershell
|
||||||
|
irm https://raw.githubusercontent.com/JustinOros/sotf-fullauto/main/Install.ps1 | iex
|
||||||
|
```
|
||||||
|
|
||||||
|
It finds your game, installs RedLoader if needed, and installs the latest
|
||||||
|
FullAuto. Run it again any time to update.
|
||||||
|
|
||||||
|
### Manual install
|
||||||
|
|
||||||
|
#### Step 1: Install RedLoader
|
||||||
|
|
||||||
[RedLoader](https://github.com/ToniMacaroni/RedLoader/releases/latest) is the mod
|
[RedLoader](https://github.com/ToniMacaroni/RedLoader/releases/latest) is the mod
|
||||||
loader for Sons of the Forest. The game cannot load any mod without it, so
|
loader for Sons of the Forest. The game cannot load any mod without it, so
|
||||||
@@ -27,7 +40,7 @@ install it first. You only have to do this once.
|
|||||||
takes a few minutes while RedLoader processes the game files
|
takes a few minutes while RedLoader processes the game files
|
||||||
4. Check that `MODS` appears on the main menu, then quit
|
4. Check that `MODS` appears on the main menu, then quit
|
||||||
|
|
||||||
### Step 2: Install FullAuto
|
#### Step 2: Install FullAuto
|
||||||
|
|
||||||
1. Download `FullAuto.zip` from the
|
1. Download `FullAuto.zip` from the
|
||||||
[latest release](https://github.com/JustinOros/sotf-fullauto/releases/latest)
|
[latest release](https://github.com/JustinOros/sotf-fullauto/releases/latest)
|
||||||
@@ -76,16 +89,5 @@ behavior.
|
|||||||
|
|
||||||
## Building from source
|
## 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
|
|
||||||
+2
-2
@@ -3,8 +3,8 @@
|
|||||||
"id": "FullAuto",
|
"id": "FullAuto",
|
||||||
"name": "FullAuto",
|
"name": "FullAuto",
|
||||||
"author": "JustinOros",
|
"author": "JustinOros",
|
||||||
"version": "1.0.0",
|
"version": "1.4.0",
|
||||||
"description": "Hold fire to shoot any gun full-auto at a configurable rate",
|
"description": "Full-auto, semi-auto and 3-round burst for guns, with fast reload and a flashlight toggle",
|
||||||
"gameVersion": "1.0.0",
|
"gameVersion": "1.0.0",
|
||||||
"platform": "Client",
|
"platform": "Client",
|
||||||
"type": "Mod"
|
"type": "Mod"
|
||||||
|
|||||||
Reference in New Issue
Block a user