8 Commits
Author SHA1 Message Date
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 184 additions and 23 deletions
+183 -10
View File
@@ -24,10 +24,13 @@ 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 bool FastReload;
internal static KeyCode FlashlightKey = KeyCode.F;
internal static bool Verbose;
private static string _configPath;
@@ -42,14 +45,21 @@ 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}. Flashlight key: {FlashlightKey}. Guns only. Middle mouse cycles modes. Console: fullauto");
}
private void OnUpdate()
{
CheckFireInputPatch.UpdateTrigger();
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))
@@ -85,14 +95,25 @@ 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 "rpm":
if (parts.Length > 1 && float.TryParse(parts[1], out var value))
{
@@ -113,7 +134,7 @@ 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";
SonsTools.ShowMessage(text, 5f);
RLog.Msg(text);
}
@@ -135,7 +156,8 @@ public class FullAuto : SonsMod
internal static void Announce()
{
var text = Enabled ? $"{ModeName()} ({Rpm} RPM)" : "FullAuto OFF";
var reload = FastReload ? ", fast reload on" : "";
var text = Enabled ? $"{ModeName()} ({Rpm} RPM{reload})" : $"FullAuto OFF{reload}";
SonsTools.ShowMessage(text);
RLog.Msg(text);
}
@@ -158,6 +180,10 @@ 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 == "flashlightkey" && Enum.TryParse<KeyCode>(val, true, out var flashKey))
FlashlightKey = flashKey;
}
}
catch (Exception e)
@@ -170,7 +196,7 @@ public class FullAuto : SonsMod
{
try
{
File.WriteAllText(_configPath, $"rpm={Rpm}\n");
File.WriteAllText(_configPath, $"rpm={Rpm}\nfastreload={FastReload.ToString().ToLowerInvariant()}\nflashlightkey={FlashlightKey}\n");
}
catch (Exception e)
{
@@ -205,16 +231,151 @@ internal static class CheckFireInputPatch
private static float _releasedFor;
private static bool _actionFailed;
private static bool _holding;
private static RangedWeaponController _speedGun;
private static Animator _speedPlayer;
private static Animator _speedWeapon;
private static float _playerSpeed = 1f;
private static float _weaponSpeed = 1f;
private static RangedWeaponController _currentRanged;
private static float _rangedTime = -1f;
private static bool _flashlightOff;
private static IntPtr _lightsOwner = IntPtr.Zero;
private static readonly List<Light> Lights = new();
private static bool _loggedHook;
internal static bool HoldingGun => _lastGunTime >= 0f && Time.time - _lastGunTime < 0.25f;
internal static bool InGame => GameState.IsPlayerControllable && !Cursor.visible && !LocalPlayer.IsInInventory && Time.timeScale > 0f;
internal static bool HoldingRanged => _currentRanged != null && _rangedTime >= 0f && Time.time - _rangedTime < 0.25f;
private static void FindLights(RangedWeaponController controller)
{
Lights.Clear();
_lightsOwner = controller.Pointer;
try
{
foreach (var light in controller.GetComponentsInChildren<Light>(true))
{
if (light && light.type == LightType.Spot)
Lights.Add(light);
}
if (FullAuto.Verbose)
{
foreach (var light in Lights)
RLog.Msg($"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($"FullAuto flashlight {(_flashlightOff ? "off" : "on")}");
}
private static void ApplyFlashlight()
{
foreach (var light in Lights)
{
if (light && light.enabled == _flashlightOff)
light.enabled = !_flashlightOff;
}
}
internal static void CancelBurst()
{
_burstLeft = 0;
_holding = false;
}
private static void UpdateReloadSpeed(RangedWeaponController controller, bool allowed)
{
var want = allowed && FullAuto.FastReload && (controller._isReloading || controller.IsReloading());
if (!want)
{
RestoreReloadSpeed();
return;
}
if (_speedGun != null && _speedGun.Pointer == controller.Pointer)
return;
RestoreReloadSpeed();
try
{
_speedGun = controller;
_speedPlayer = controller._playerAnimator;
_speedWeapon = controller._weaponAnimator;
if (_speedPlayer)
{
_playerSpeed = _speedPlayer.speed;
_speedPlayer.speed = _playerSpeed * FullAuto.ReloadMultiplier;
}
if (_speedWeapon)
{
_weaponSpeed = _speedWeapon.speed;
_speedWeapon.speed = _weaponSpeed * FullAuto.ReloadMultiplier;
}
if (FullAuto.Verbose)
RLog.Msg($"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 +458,7 @@ 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;
}
@@ -338,6 +499,18 @@ internal static class CheckFireInputPatch
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();
@@ -354,7 +527,7 @@ internal static class CheckFireInputPatch
var pressed = FirePressed();
var held = _triggerDown || pressed;
if (!GameState.IsPlayerControllable)
if (!InGame)
{
_burstLeft = 0;
return !held;
-12
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@@ -89,16 +89,4 @@ 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
+1 -1
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@@ -3,7 +3,7 @@
"id": "FullAuto",
"name": "FullAuto",
"author": "JustinOros",
"version": "1.1.0",
"version": "1.3.0",
"description": "Hold fire to shoot any gun full-auto at a configurable rate",
"gameVersion": "1.0.0",
"platform": "Client",