22 Commits
Author SHA1 Message Date
Justin Oros 840171451c Add downloads and latest version badges 2026-09-28 12:42:27 -07:00
Justin Oros 6def40ffeb Auto reload no longer waits for trigger release 2026-09-20 23:35:53 -07:00
Justin Oros 6defa601d5 Auto reload presses the reload key so the game plays its reload animation 2026-09-20 23:24:34 -07:00
Justin Oros 9f67baf307 Auto reload uses the game reload queue instead of calling Reload directly 2026-09-20 23:11:33 -07:00
Justin Oros f6c51a51be Auto reload uses the game reload queue instead of calling Reload directly 2026-09-20 23:11:04 -07:00
Justin Oros 35fc5dc2a4 Auto reload waits for trigger release and paces shell reloads 2026-09-20 22:52:53 -07:00
Justin Oros 2f41fa01c8 Auto reload keeps loading until the gun is full 2026-09-20 22:41:36 -07:00
Justin Oros 4eea13b0a8 Add autoreload console option, bump to 1.5.0 2026-09-20 22:35:07 -07:00
Justin Oros a3d922fb5a Add autoreload console option 2026-09-20 22:33:40 -07:00
Justin Oros 6ce2c6bdf6 Remember fire mode per gun across restarts 2026-09-17 09:05:38 -07:00
Justin Oros 13bebcea8d Remember fire mode per gun, bump to 1.4.0 2026-09-16 22:26:14 -07:00
Justin Oros 1457284cd5 Remember fire mode per gun across restarts 2026-09-16 22:25:51 -07:00
Justin Oros 3cf60a89b5 Remember fire mode per gun across restarts 2026-09-16 22:25:24 -07:00
Justin Oros bca9b113c9 Update manifest description 2026-09-16 18:21:46 -07:00
Justin Oros 0d333b2367 Bump version to 1.3.0 2026-09-16 18:19:41 -07:00
Justin Oros 3ab0c52260 Update documentation 2026-09-16 18:19:11 -07:00
Justin Oros 2a495fbf29 Toggle gun flashlight silently with F 2026-09-16 18:18:04 -07:00
Justin Oros b9aa1d92e9 Toggle gun flashlight silently with F 2026-09-16 18:11:03 -07:00
Justin Oros 0bdd0e65e8 Bump version to 1.2.0 2026-09-16 16:21:03 -07:00
Justin Oros 10d6f82d0d Do not fire while menus or inventory are open 2026-09-16 16:16:43 -07:00
Justin Oros c42b6ac94d Update README.md 2026-09-16 16:06:35 -07:00
Justin Oros 3381c89f12 Add fastreload console option 2026-09-16 16:05:28 -07:00
3 changed files with 384 additions and 26 deletions
+367 -19
View File
@@ -24,10 +24,22 @@ public class FullAuto : SonsMod
{
internal const float MinRpm = 60f;
internal const float MaxRpm = 3000f;
internal const float ReloadMultiplier = 2f;
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 bool AutoReload;
internal static KeyCode FlashlightKey = KeyCode.F;
internal static string ReloadKey = "r";
internal static bool Verbose;
private static string _configPath;
@@ -42,14 +54,22 @@ public class FullAuto : SonsMod
{
_configPath = Path.Combine(LoaderEnvironment.UserDataDirectory, "FullAuto.txt");
Load();
RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Guns only. Middle mouse cycles modes. Console: fullauto");
Save();
RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Fast reload: {FastReload}. Auto reload: {AutoReload}. Flashlight key: {FlashlightKey}. Guns only. Middle mouse cycles modes. Console: fullauto");
}
private void OnUpdate()
{
CheckFireInputPatch.UpdateTrigger();
CheckFireInputPatch.UpdateReloadKey();
if (!Enabled || !GameState.IsPlayerControllable || !CheckFireInputPatch.HoldingGun)
if (!CheckFireInputPatch.HoldingGun)
CheckFireInputPatch.RestoreReloadSpeed();
if (Input.GetKeyDown(FlashlightKey) && CheckFireInputPatch.InGame && CheckFireInputPatch.HoldingRanged)
CheckFireInputPatch.ToggleFlashlight();
if (!Enabled || !CheckFireInputPatch.InGame || !CheckFireInputPatch.HoldingGun)
return;
if (Input.GetMouseButtonDown(2))
@@ -61,8 +81,9 @@ public class FullAuto : SonsMod
_ => FireMode.Auto
};
CheckFireInputPatch.CancelBurst();
Save();
ShowMode();
RLog.Msg($"FullAuto mode: {ModeName()}");
RLog.Msg($"FullAuto {CurrentGun} mode: {ModeName()}");
}
}
@@ -85,14 +106,37 @@ public class FullAuto : SonsMod
case "off":
Enabled = false;
break;
case "toggle":
Enabled = !Enabled;
break;
case "debug":
Verbose = !Verbose;
SonsTools.ShowMessage($"FullAuto debug: {Verbose}");
RLog.Msg($"FullAuto debug: {Verbose}");
return;
case "fastreload":
if (parts.Length > 1 && (parts[1].ToLowerInvariant() == "on" || parts[1].ToLowerInvariant() == "off"))
{
FastReload = parts[1].ToLowerInvariant() == "on";
if (!FastReload)
CheckFireInputPatch.RestoreReloadSpeed();
Save();
var text = $"Fast reload {(FastReload ? "ON" : "OFF")}";
SonsTools.ShowMessage(text);
RLog.Msg(text);
return;
}
Usage();
return;
case "autoreload":
if (parts.Length > 1 && (parts[1].ToLowerInvariant() == "on" || parts[1].ToLowerInvariant() == "off"))
{
AutoReload = parts[1].ToLowerInvariant() == "on";
Save();
var autoText = $"Auto reload {(AutoReload ? "ON" : "OFF")}";
SonsTools.ShowMessage(autoText);
RLog.Msg(autoText);
return;
}
Usage();
return;
case "rpm":
if (parts.Length > 1 && float.TryParse(parts[1], out var value))
{
@@ -113,7 +157,7 @@ public class FullAuto : SonsMod
private static void Usage()
{
var text = $"Usage: fullauto [on|off|toggle|debug] or fullauto rpm <{MinRpm}-{MaxRpm}>";
var text = $"Usage: fullauto [on|off|debug], fullauto rpm <{MinRpm}-{MaxRpm}>, fullauto fastreload on|off, fullauto autoreload on|off";
SonsTools.ShowMessage(text, 5f);
RLog.Msg(text);
}
@@ -135,7 +179,8 @@ public class FullAuto : SonsMod
internal static void Announce()
{
var text = Enabled ? $"{ModeName()} ({Rpm} RPM)" : "FullAuto OFF";
var reload = (FastReload ? ", fast reload on" : "") + (AutoReload ? ", auto reload on" : "");
var text = Enabled ? $"{ModeName()} ({Rpm} RPM{reload})" : $"FullAuto OFF{reload}";
SonsTools.ShowMessage(text);
RLog.Msg(text);
}
@@ -158,6 +203,16 @@ public class FullAuto : SonsMod
if (key == "rpm" && float.TryParse(val, out var rpm))
Rpm = Mathf.Clamp(rpm, MinRpm, MaxRpm);
else if (key == "fastreload" && bool.TryParse(val, out var fast))
FastReload = fast;
else if (key == "autoreload" && bool.TryParse(val, out var auto))
AutoReload = auto;
else if (key == "reloadkey" && val.Length > 0)
ReloadKey = val.ToLowerInvariant();
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)
@@ -170,7 +225,18 @@ public class FullAuto : SonsMod
{
try
{
File.WriteAllText(_configPath, $"rpm={Rpm}\n");
var sb = new System.Text.StringBuilder();
sb.Append($"rpm={Rpm}\n");
sb.Append($"fastreload={FastReload.ToString().ToLowerInvariant()}\n");
sb.Append($"autoreload={AutoReload.ToString().ToLowerInvariant()}\n");
sb.Append($"flashlightkey={FlashlightKey}\n");
sb.Append($"reloadkey={ReloadKey}\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)
{
@@ -185,15 +251,20 @@ internal static class CheckFireInputPatch
private const int MaxShotsPerFrame = 4;
private const int BurstSize = 3;
private const float ReleaseTime = 0.15f;
private const float AutoReloadDelay = 0.2f;
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();
@@ -205,16 +276,266 @@ internal static class CheckFireInputPatch
private static float _releasedFor;
private static bool _actionFailed;
private static bool _holding;
private static RangedWeaponController _speedGun;
private static Animator _speedPlayer;
private static Animator _speedWeapon;
private static float _playerSpeed = 1f;
private static float _weaponSpeed = 1f;
private static RangedWeaponController _currentRanged;
private static float _rangedTime = -1f;
private static bool _flashlightOff;
private static IntPtr _lightsOwner = IntPtr.Zero;
private static readonly List<Light> Lights = new();
private static float _emptySince = -1f;
private static float _nextReloadTry;
private static UnityEngine.InputSystem.Controls.KeyControl _reloadControl;
private static string _reloadControlKey;
private static UnityEngine.InputSystem.Controls.KeyControl _pressedKey;
private static int _releaseFrame = -1;
private static bool _keySimFailed;
private static bool _loggedHook;
internal static bool HoldingGun => _lastGunTime >= 0f && Time.time - _lastGunTime < 0.25f;
internal static bool InGame => GameState.IsPlayerControllable && !Cursor.visible && !LocalPlayer.IsInInventory && Time.timeScale > 0f;
internal static bool HoldingRanged => _currentRanged != null && _rangedTime >= 0f && Time.time - _rangedTime < 0.25f;
private static void FindLights(RangedWeaponController controller)
{
Lights.Clear();
_lightsOwner = controller.Pointer;
try
{
foreach (var light in controller.GetComponentsInChildren<Light>(true))
{
if (light && light.type == LightType.Spot)
Lights.Add(light);
}
if (FullAuto.Verbose)
{
foreach (var light in Lights)
RLog.Msg($"FullAuto flashlight found: {light.gameObject.name}");
if (Lights.Count == 0)
RLog.Msg($"FullAuto no flashlight found on {controller.GetIl2CppType().Name}");
}
}
catch (Exception e)
{
RLog.Warning($"FullAuto could not find flashlight: {e.Message}");
}
}
internal static void ToggleFlashlight()
{
var controller = _currentRanged;
if (!controller)
return;
FindLights(controller);
if (Lights.Count == 0)
return;
_flashlightOff = !_flashlightOff;
ApplyFlashlight();
if (FullAuto.Verbose)
RLog.Msg($"FullAuto flashlight {(_flashlightOff ? "off" : "on")}");
}
private static void ApplyFlashlight()
{
foreach (var light in Lights)
{
if (light && light.enabled == _flashlightOff)
light.enabled = !_flashlightOff;
}
}
private static void TryAutoReload(RangedWeaponController controller)
{
if (!FullAuto.AutoReload || !InGame)
{
_emptySince = -1f;
return;
}
if (controller._isReloading || controller.IsReloading() || controller.IsReloadQueued())
{
_emptySince = -1f;
return;
}
var weapon = controller.GetRangedWeapon();
if (!weapon)
return;
var ammo = weapon.GetAmmo();
if (ammo == null || !ammo.IsEmpty())
{
_emptySince = -1f;
return;
}
var now = Time.time;
if (_emptySince < 0f)
{
_emptySince = now;
return;
}
if (now - _emptySince < AutoReloadDelay || now < _nextReloadTry)
return;
_nextReloadTry = now + 0.5f;
if (!controller.CanReload())
{
if (FullAuto.Verbose)
RLog.Msg($"FullAuto auto reload waiting, game says cannot reload (aiming: {controller.IsAiming})");
return;
}
if (PressReloadKey())
{
if (FullAuto.Verbose)
RLog.Msg($"FullAuto auto reload pressed {FullAuto.ReloadKey} on {controller.GetIl2CppType().Name}");
return;
}
controller._reloadQueued = true;
if (FullAuto.Verbose)
RLog.Msg($"FullAuto auto reload queued on {controller.GetIl2CppType().Name}");
}
private static bool PressReloadKey()
{
if (_keySimFailed || _pressedKey != null)
return false;
try
{
if (_reloadControl == null || _reloadControlKey != FullAuto.ReloadKey)
{
_reloadControlKey = FullAuto.ReloadKey;
var control = UnityEngine.InputSystem.InputSystem.FindControl($"<Keyboard>/{FullAuto.ReloadKey}");
_reloadControl = control?.TryCast<UnityEngine.InputSystem.Controls.KeyControl>();
}
if (_reloadControl == null)
{
_keySimFailed = true;
RLog.Warning($"FullAuto could not find reload key {FullAuto.ReloadKey}");
return false;
}
UnityEngine.InputSystem.InputControlExtensions.QueueValueChange<float>(_reloadControl, 1f, -1d);
_pressedKey = _reloadControl;
_releaseFrame = Time.frameCount + 3;
return true;
}
catch (Exception e)
{
_keySimFailed = true;
RLog.Warning($"FullAuto could not press reload key: {e.Message}");
return false;
}
}
internal static void UpdateReloadKey()
{
if (_pressedKey == null || Time.frameCount < _releaseFrame)
return;
try
{
UnityEngine.InputSystem.InputControlExtensions.QueueValueChange<float>(_pressedKey, 0f, -1d);
}
catch (Exception e)
{
RLog.Warning($"FullAuto could not release reload key: {e.Message}");
}
_pressedKey = null;
}
internal static void CancelBurst()
{
_burstLeft = 0;
_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($"FullAuto could not restore reload speed: {e.Message}");
}
_speedGun = null;
_speedPlayer = null;
_speedWeapon = null;
if (FullAuto.Verbose)
RLog.Msg("FullAuto fast reload end");
}
private static void HoldAfterBurst(RangedWeaponController controller)
{
var first = !_holding;
@@ -297,7 +618,7 @@ internal static class CheckFireInputPatch
return;
_triggerDown = true;
if (FullAuto.Enabled && FullAuto.Mode == FireMode.Burst && HoldingGun && GameState.IsPlayerControllable)
if (FullAuto.Enabled && FullAuto.Mode == FireMode.Burst && HoldingGun && InGame)
StartBurst();
return;
}
@@ -338,8 +659,32 @@ internal static class CheckFireInputPatch
var allowed = IsAllowed(__instance);
var ptr = __instance.Pointer;
if (allowed && FullAuto.Enabled && (!HoldingGun || ptr != _lastGunPtr))
_currentRanged = __instance;
_rangedTime = Time.time;
if (_flashlightOff)
{
if (_lightsOwner != ptr)
FindLights(__instance);
ApplyFlashlight();
}
UpdateReloadSpeed(__instance, allowed);
if (allowed)
TryAutoReload(__instance);
if (allowed && GunNames.TryGetValue(ptr, out var gunName))
{
var switched = !HoldingGun || ptr != _lastGunPtr;
FullAuto.CurrentGun = gunName;
if (switched)
{
CancelBurst();
if (FullAuto.Enabled)
FullAuto.ShowMode();
}
}
if (allowed)
_lastGunPtr = ptr;
@@ -354,7 +699,7 @@ internal static class CheckFireInputPatch
var pressed = FirePressed();
var held = _triggerDown || pressed;
if (!GameState.IsPlayerControllable)
if (!InGame)
{
_burstLeft = 0;
return !held;
@@ -455,10 +800,13 @@ internal static class CheckFireInputPatch
return allowed;
var name = controller.GetIl2CppType().Name;
allowed = Guns.Contains(name);
allowed = Guns.TryGetValue(name, out var gunKey);
Allowed[ptr] = allowed;
if (allowed)
{
FireDelays[ptr] = controller._fireDelay;
GunNames[ptr] = gunKey;
}
RLog.Msg($"FullAuto {name}: {(allowed ? "full-auto" : "ignored")}");
return allowed;
}
+14 -4
View File
@@ -1,5 +1,7 @@
# FullAuto
[![Downloads](https://img.shields.io/github/downloads/JustinOros/sotf-fullauto/total?label=downloads)](https://github.com/JustinOros/sotf-fullauto/releases) [![Latest](https://img.shields.io/github/v/release/JustinOros/sotf-fullauto?label=latest)](https://github.com/JustinOros/sotf-fullauto/releases/latest)
Hold the fire button to shoot guns full-auto in Sons of the Forest.
Works with the pistol, revolver, shotgun and rifle. The fire rate is
@@ -64,7 +66,11 @@ 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 +79,16 @@ 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 autoreload on` | Reload automatically when the gun is empty, `off` to turn it back off. It presses your reload key for you, so if you changed it from R in the game settings, set `reloadkey=` in `FullAuto.txt` to match |
| `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, auto reload, flashlight key, reload key and each gun's fire
mode are saved to
`UserData\FullAuto.txt` in your game folder.
## Supported weapons
@@ -101,4 +110,5 @@ the game is not found automatically.
## Troubleshooting
Check `_RedLoader\Latest.log` in your game folder. FullAuto logs a line when it
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.
+2 -2
View File
@@ -3,8 +3,8 @@
"id": "FullAuto",
"name": "FullAuto",
"author": "JustinOros",
"version": "1.1.0",
"description": "Hold fire to shoot any gun full-auto at a configurable rate",
"version": "1.5.5",
"description": "Full-auto, semi-auto and 3-round burst for guns, with fast reload and a flashlight toggle",
"gameVersion": "1.0.0",
"platform": "Client",
"type": "Mod"