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+188
-13
@@ -28,9 +28,18 @@ public class FullAuto : SonsMod
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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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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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private static string _configPath;
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@@ -46,12 +55,13 @@ public class FullAuto : SonsMod
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_configPath = Path.Combine(LoaderEnvironment.UserDataDirectory, "FullAuto.txt");
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Load();
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Save();
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RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Fast reload: {FastReload}. Flashlight key: {FlashlightKey}. Guns only. Middle mouse cycles modes. Console: fullauto");
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RLog.Msg($"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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private void OnUpdate()
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{
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CheckFireInputPatch.UpdateTrigger();
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CheckFireInputPatch.UpdateReloadKey();
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if (!CheckFireInputPatch.HoldingGun)
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CheckFireInputPatch.RestoreReloadSpeed();
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@@ -71,8 +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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@@ -114,6 +125,18 @@ public class FullAuto : SonsMod
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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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{
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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;
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}
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Usage();
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return;
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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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{
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@@ -134,7 +157,7 @@ public class FullAuto : SonsMod
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private static void Usage()
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{
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var text = $"Usage: fullauto [on|off|debug], fullauto rpm <{MinRpm}-{MaxRpm}>, fullauto fastreload on|off";
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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);
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}
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@@ -156,7 +179,7 @@ public class FullAuto : SonsMod
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internal static void Announce()
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{
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var reload = FastReload ? ", fast reload on" : "";
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var reload = (FastReload ? ", fast reload on" : "") + (AutoReload ? ", auto 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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RLog.Msg(text);
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@@ -182,8 +205,14 @@ public class FullAuto : SonsMod
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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 == "autoreload" && bool.TryParse(val, out var auto))
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AutoReload = auto;
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else if (key == "reloadkey" && val.Length > 0)
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ReloadKey = val.ToLowerInvariant();
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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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else if (key.StartsWith("mode.") && Enum.TryParse<FireMode>(val, true, out var gunMode))
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Modes[key.Substring(5)] = gunMode;
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}
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}
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catch (Exception e)
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@@ -196,7 +225,18 @@ public class FullAuto : SonsMod
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{
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try
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{
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File.WriteAllText(_configPath, $"rpm={Rpm}\nfastreload={FastReload.ToString().ToLowerInvariant()}\nflashlightkey={FlashlightKey}\n");
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var sb = new System.Text.StringBuilder();
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sb.Append($"rpm={Rpm}\n");
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sb.Append($"fastreload={FastReload.ToString().ToLowerInvariant()}\n");
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sb.Append($"autoreload={AutoReload.ToString().ToLowerInvariant()}\n");
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sb.Append($"flashlightkey={FlashlightKey}\n");
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sb.Append($"reloadkey={ReloadKey}\n");
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foreach (var gun in CheckFireInputPatch.GunKeys)
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{
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var mode = Modes.TryGetValue(gun, out var m) ? m : FireMode.Auto;
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sb.Append($"mode.{gun}={mode.ToString().ToLowerInvariant()}\n");
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}
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File.WriteAllText(_configPath, sb.ToString());
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}
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catch (Exception e)
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{
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@@ -211,15 +251,20 @@ internal static class CheckFireInputPatch
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private const int MaxShotsPerFrame = 4;
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private const int BurstSize = 3;
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private const float ReleaseTime = 0.15f;
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private const float AutoReloadDelay = 0.2f;
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private static readonly HashSet<string> Guns = new()
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private static readonly Dictionary<string, string> Guns = new()
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{
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"CompactPistolWeaponController",
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"RevolverWeaponController",
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"ShotgunWeaponController",
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"RifleAnimatorController"
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{ "CompactPistolWeaponController", "pistol" },
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{ "RevolverWeaponController", "revolver" },
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{ "ShotgunWeaponController", "shotgun" },
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{ "RifleAnimatorController", "rifle" }
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};
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internal static IEnumerable<string> GunKeys => Guns.Values;
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private static readonly Dictionary<IntPtr, string> GunNames = new();
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private static readonly Dictionary<IntPtr, bool> Allowed = new();
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private static readonly Dictionary<IntPtr, float> FireDelays = new();
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private static readonly HashSet<string> Reported = new();
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@@ -241,6 +286,13 @@ internal static class CheckFireInputPatch
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private static bool _flashlightOff;
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private static IntPtr _lightsOwner = IntPtr.Zero;
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private static readonly List<Light> Lights = new();
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private static float _emptySince = -1f;
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private static float _nextReloadTry;
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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;
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private static int _releaseFrame = -1;
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private static bool _keySimFailed;
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private static bool _loggedHook;
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internal static bool HoldingGun => _lastGunTime >= 0f && Time.time - _lastGunTime < 0.25f;
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@@ -303,6 +355,114 @@ internal static class CheckFireInputPatch
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}
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}
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private static void TryAutoReload(RangedWeaponController controller)
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{
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if (!FullAuto.AutoReload || !InGame)
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{
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_emptySince = -1f;
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return;
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}
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if (controller._isReloading || controller.IsReloading() || controller.IsReloadQueued())
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{
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_emptySince = -1f;
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return;
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}
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var weapon = controller.GetRangedWeapon();
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if (!weapon)
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return;
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var ammo = weapon.GetAmmo();
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if (ammo == null || !ammo.IsEmpty())
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{
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_emptySince = -1f;
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return;
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}
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var now = Time.time;
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if (_emptySince < 0f)
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{
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_emptySince = now;
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return;
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}
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if (now - _emptySince < AutoReloadDelay || now < _nextReloadTry)
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return;
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_nextReloadTry = now + 0.5f;
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if (!controller.CanReload())
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{
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if (FullAuto.Verbose)
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RLog.Msg($"FullAuto auto reload waiting, game says cannot reload (aiming: {controller.IsAiming})");
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return;
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}
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if (PressReloadKey())
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{
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if (FullAuto.Verbose)
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RLog.Msg($"FullAuto auto reload pressed {FullAuto.ReloadKey} on {controller.GetIl2CppType().Name}");
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return;
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}
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controller._reloadQueued = true;
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if (FullAuto.Verbose)
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RLog.Msg($"FullAuto auto reload queued on {controller.GetIl2CppType().Name}");
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}
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private static bool PressReloadKey()
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{
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if (_keySimFailed || _pressedKey != null)
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return false;
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try
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{
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if (_reloadControl == null || _reloadControlKey != FullAuto.ReloadKey)
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{
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_reloadControlKey = FullAuto.ReloadKey;
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var control = UnityEngine.InputSystem.InputSystem.FindControl($"<Keyboard>/{FullAuto.ReloadKey}");
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_reloadControl = control?.TryCast<UnityEngine.InputSystem.Controls.KeyControl>();
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}
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if (_reloadControl == null)
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{
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_keySimFailed = true;
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RLog.Warning($"FullAuto could not find reload key {FullAuto.ReloadKey}");
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return false;
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}
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UnityEngine.InputSystem.InputControlExtensions.QueueValueChange<float>(_reloadControl, 1f, -1d);
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_pressedKey = _reloadControl;
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_releaseFrame = Time.frameCount + 3;
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return true;
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}
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catch (Exception e)
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{
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_keySimFailed = true;
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RLog.Warning($"FullAuto could not press reload key: {e.Message}");
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return false;
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}
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}
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internal static void UpdateReloadKey()
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{
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if (_pressedKey == null || Time.frameCount < _releaseFrame)
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return;
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try
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{
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UnityEngine.InputSystem.InputControlExtensions.QueueValueChange<float>(_pressedKey, 0f, -1d);
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}
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catch (Exception e)
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{
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RLog.Warning($"FullAuto could not release reload key: {e.Message}");
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}
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_pressedKey = null;
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}
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internal static void CancelBurst()
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{
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_burstLeft = 0;
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@@ -511,8 +671,20 @@ internal static class CheckFireInputPatch
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UpdateReloadSpeed(__instance, allowed);
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if (allowed && FullAuto.Enabled && (!HoldingGun || ptr != _lastGunPtr))
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if (allowed)
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TryAutoReload(__instance);
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if (allowed && GunNames.TryGetValue(ptr, out var gunName))
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{
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var switched = !HoldingGun || ptr != _lastGunPtr;
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FullAuto.CurrentGun = gunName;
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if (switched)
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{
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CancelBurst();
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if (FullAuto.Enabled)
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FullAuto.ShowMode();
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}
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}
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if (allowed)
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_lastGunPtr = ptr;
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@@ -628,10 +800,13 @@ internal static class CheckFireInputPatch
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return allowed;
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var name = controller.GetIl2CppType().Name;
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allowed = Guns.Contains(name);
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allowed = Guns.TryGetValue(name, out var gunKey);
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Allowed[ptr] = allowed;
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if (allowed)
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{
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FireDelays[ptr] = controller._fireDelay;
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GunNames[ptr] = gunKey;
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}
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RLog.Msg($"FullAuto {name}: {(allowed ? "full-auto" : "ignored")}");
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return allowed;
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}
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@@ -1,5 +1,7 @@
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# FullAuto
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[](https://github.com/JustinOros/sotf-fullauto/releases) [](https://github.com/JustinOros/sotf-fullauto/releases/latest)
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Hold the fire button to shoot guns full-auto in Sons of the Forest.
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Works with the pistol, revolver, shotgun and rifle. The fire rate is
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@@ -64,7 +66,11 @@ With a gun equipped, click the middle mouse button to cycle fire modes:
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| Semi-automatic | Normal game behavior, one shot per click |
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| 3-Round Burst | Fires 3 shots, then release and press again for the next 3 |
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The mod starts in full-automatic every time the game loads.
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Each gun remembers its own fire mode, even after you restart the game. Guns
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start in full-automatic until you change them.
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Press F to turn a flashlight attached to your gun or crossbow on or off.
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The key can be changed with the `flashlightkey=` line in `UserData\FullAuto.txt`.
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Press F1 to open the console, then use these commands:
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@@ -73,13 +79,16 @@ Press F1 to open the console, then use these commands:
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| `fullauto` | Show current settings |
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| `fullauto on` | Enable |
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| `fullauto off` | Disable until the game restarts |
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| `fullauto toggle` | Switch between on and off |
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| `fullauto rpm 1200` | Set the fire rate, 60 to 3000 rounds per minute |
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| `fullauto fastreload on` | Reload guns twice as fast, `off` to turn it back off |
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| `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 |
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| `fullauto debug` | Log every shot to `_RedLoader\Latest.log` |
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The default is 900 rpm. The rpm also sets how fast burst shots fire.
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The rpm is saved to `UserData\FullAuto.txt` in your game folder.
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The rpm, fast reload, auto reload, flashlight key, reload key and each gun's fire
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mode are saved to
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`UserData\FullAuto.txt` in your game folder.
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## Supported weapons
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@@ -89,4 +98,17 @@ behavior.
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## Building from source
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Requires the .NET 8 SDK and RedLoader installed with its game assemblies
|
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generated.
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|
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```powershell
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.\build.ps1 -Install
|
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```
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Use `-Package` to build `FullAuto.zip` for a release. Pass `-GameDir "path"` if
|
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the game is not found automatically.
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## Troubleshooting
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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
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ignored.
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+2
-2
@@ -3,8 +3,8 @@
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"id": "FullAuto",
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"name": "FullAuto",
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"author": "JustinOros",
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"version": "1.3.0",
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"description": "Hold fire to shoot any gun full-auto at a configurable rate",
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"version": "1.5.5",
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"description": "Full-auto, semi-auto and 3-round burst for guns, with fast reload and a flashlight toggle",
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"gameVersion": "1.0.0",
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"platform": "Client",
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"type": "Mod"
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Reference in New Issue
Block a user