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+367
-19
@@ -24,10 +24,22 @@ public class FullAuto : SonsMod
|
||||
{
|
||||
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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||||
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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 readonly Dictionary<string, FireMode> Modes = new();
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internal static string CurrentGun = "";
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||||
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||||
internal static FireMode Mode
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||||
{
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get => Modes.TryGetValue(CurrentGun, out var mode) ? mode : FireMode.Auto;
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||||
set => Modes[CurrentGun] = value;
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}
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internal static bool FastReload;
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internal static bool AutoReload;
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||||
internal static KeyCode FlashlightKey = KeyCode.F;
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||||
internal static string ReloadKey = "r";
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||||
internal static bool Verbose;
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||||
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||||
private static string _configPath;
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@@ -42,14 +54,22 @@ 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($"FullAuto loaded. RPM: {Rpm}. Guns only. Middle mouse cycles modes. Console: fullauto");
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Save();
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RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Fast reload: {FastReload}. Auto reload: {AutoReload}. 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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||||
{
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||||
CheckFireInputPatch.UpdateTrigger();
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||||
CheckFireInputPatch.UpdateReloadKey();
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||||
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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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||||
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if (Input.GetKeyDown(FlashlightKey) && CheckFireInputPatch.InGame && CheckFireInputPatch.HoldingRanged)
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CheckFireInputPatch.ToggleFlashlight();
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||||
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if (!Enabled || !CheckFireInputPatch.InGame || !CheckFireInputPatch.HoldingGun)
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return;
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if (Input.GetMouseButtonDown(2))
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@@ -61,8 +81,9 @@ public class FullAuto : SonsMod
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_ => FireMode.Auto
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};
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CheckFireInputPatch.CancelBurst();
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Save();
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ShowMode();
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RLog.Msg($"FullAuto mode: {ModeName()}");
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RLog.Msg($"FullAuto {CurrentGun} mode: {ModeName()}");
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}
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}
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@@ -85,14 +106,37 @@ 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 "autoreload":
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if (parts.Length > 1 && (parts[1].ToLowerInvariant() == "on" || parts[1].ToLowerInvariant() == "off"))
|
||||
{
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||||
AutoReload = parts[1].ToLowerInvariant() == "on";
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||||
Save();
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||||
var autoText = $"Auto reload {(AutoReload ? "ON" : "OFF")}";
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||||
SonsTools.ShowMessage(autoText);
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||||
RLog.Msg(autoText);
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||||
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";
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||||
SonsTools.ShowMessage(text, 5f);
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||||
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}";
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||||
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;
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||||
private static RangedWeaponController _currentRanged;
|
||||
private static float _rangedTime = -1f;
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||||
private static bool _flashlightOff;
|
||||
private static IntPtr _lightsOwner = IntPtr.Zero;
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||||
private static readonly List<Light> Lights = new();
|
||||
private static float _emptySince = -1f;
|
||||
private static float _nextReloadTry;
|
||||
private static UnityEngine.InputSystem.Controls.KeyControl _reloadControl;
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||||
private static string _reloadControlKey;
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||||
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;
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||||
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
# FullAuto
|
||||
|
||||
[](https://github.com/JustinOros/sotf-fullauto/releases) [](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
@@ -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"
|
||||
|
||||
Reference in New Issue
Block a user