v1.2.0 move suppressor to sotf-riflesuppressor
This commit is contained in:
@@ -2,8 +2,11 @@
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A stronger rifle scope for Sons of the Forest. Aiming down the rifle scope zooms
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5x further than the vanilla scope and shows a full screen scope view with a
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crosshair reticle, mil dots and a rangefinder instead of the red dot. You can
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also put the pistol suppressor on the rifle for quiet, suppressed shots.
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crosshair reticle, mil dots and a rangefinder instead of the red dot.
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Want a suppressed rifle too? Install
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[RifleSuppressor](https://github.com/JustinOros/sotf-riflesuppressor). It used to
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be part of this mod and is now its own mod, so you can use either one or both.
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## Multiplayer
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@@ -69,7 +72,7 @@ Press F1 to open the console, then use these commands:
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| Command | Action |
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| --- | --- |
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| `scope` | Show whether the scope is on or off |
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| `scope off` | Go back to the vanilla scope. The suppressor is not affected |
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| `scope off` | Go back to the vanilla scope |
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| `scope on` | Turn the scope back on |
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| `scopezoom` | Show the current zoom |
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| `scopezoom 5` | Set the zoom as a multiple of the vanilla scope, 1 to 50. The default is 5 |
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@@ -77,22 +80,12 @@ Press F1 to open the console, then use these commands:
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| `scopetrim 60` | Set the vertical trim, -200 to 200. Positive moves hits down, negative moves hits up. The default is 60 |
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| `scopewind` | Show the current windage |
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| `scopewind 20` | Set the windage, -200 to 200. Positive moves hits right, negative moves hits left. The default is 0 |
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| `suppressor` | Show whether the rifle suppressor is on or off |
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| `suppressor on` | Put the suppressor on the rifle |
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| `suppressor off` | Take the suppressor off the rifle |
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| `scopedebug` | Toggle a debug readout above the range |
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### Suppressor
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Run `suppressor on` to put the pistol suppressor on the end of the rifle barrel.
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Rifle shots then use the suppressed pistol shot sound. It stays on until you run
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`suppressor off`, even after restarting the game. You do not need a suppressor in
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your inventory.
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Trim and windage are angle adjustments, so a setting that is right at one range
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stays right at every range.
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The on or off setting, suppressor, zoom, trim and windage are saved to `UserData\RifleScope.txt` in your game
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The on or off setting, zoom, trim and windage are saved to `UserData\RifleScope.txt` in your game
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folder. Setting the zoom to 1 keeps vanilla zoom and the normal scope view,
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without the red dot.
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+1
-318
@@ -30,12 +30,6 @@ public class RifleScope : SonsMod
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private const float MaxTrimCm = 200f;
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private const float MaxWindCm = 200f;
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private const float TrimReferenceRange = 50f;
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private const string SuppressorModName = "CompactPistolSuppressorMod";
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private const string SuppressedFireEvent = "event:/SotF Events/player sounds/Weapons/PistolTactical/PistolTacticalFire";
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private const string MuzzleName = "RifleScopeMuzzle";
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private const string RifleFireEvent = "event:/SotF Events/player sounds/Weapons/Rifle/rifle_fire";
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private const string UpgradeParameter = "upgrade";
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private const float SuppressedUpgradeValue = 0.2f;
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private const int MilDotCount = 10;
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private const float MilDotSize = 0.4f;
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private const float MinDotPx = 7f;
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@@ -56,18 +50,11 @@ public class RifleScope : SonsMod
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private static float _windCm;
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private static bool _debug;
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private static bool _enabled = true;
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private static bool _suppressor;
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private static string _originalFireEvent;
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private static HarmonyLib.Harmony _audioHarmony;
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private static bool _loggedParamError;
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private static bool _loggedPistolParams;
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private static bool _reissuing;
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private static readonly List<(Renderer Renderer, int Slot, Material Original)> RedDotSlots = new();
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private static string _configPath;
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private static RifleAnimatorController _rifle;
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private static RifleAnimatorController _pendingRifle;
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private static ScriptableObject _suppressorMod;
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private static float _hipFov;
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private static float _vanillaAimFov = 35f;
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private static float _targetAimFov;
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@@ -166,296 +153,12 @@ public class RifleScope : SonsMod
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{
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_rifle = rifle;
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_projectile = FindProjectileTransform(rifle);
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_originalFireEvent ??= rifle._gunShotAudioEvent;
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if (_enabled)
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{
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if (!_overlay)
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CreateOverlay();
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HideRedDot(rifle);
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}
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if (_suppressor)
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SetSuppressor(rifle, true);
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}
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private static WeaponMod FindSuppressorMod()
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{
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if (_suppressorMod)
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return _suppressorMod.TryCast<WeaponMod>();
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foreach (var mod in Resources.FindObjectsOfTypeAll<WeaponMod>())
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{
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if (mod && mod.name == SuppressorModName)
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{
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_suppressorMod = mod;
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return mod;
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}
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}
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return null;
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}
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private static Transform FindChild(Transform root, string name)
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{
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foreach (var t in root.GetComponentsInChildren<Transform>(true))
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{
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if (t.name == name)
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return t;
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}
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return null;
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}
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private static bool EnsureMuzzleSlot(RangedWeaponController rifle, WeaponMods mods)
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{
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var links = mods._modLocations;
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for (var i = 0; i < links.Count; i++)
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{
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if (links[i].Slot == WeaponMod.Slot.Muzzle)
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return true;
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}
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var anchor = FindChild(rifle.transform, "ProjectileVisualTransform");
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if (!anchor)
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return false;
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var muzzle = FindChild(anchor.parent, MuzzleName);
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if (!muzzle)
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{
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var go = new GameObject(MuzzleName);
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go.layer = anchor.gameObject.layer;
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muzzle = go.transform;
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muzzle.SetParent(anchor.parent, false);
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muzzle.localPosition = anchor.localPosition;
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muzzle.localRotation = Quaternion.identity;
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muzzle.localScale = Vector3.one;
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}
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var link = new WeaponMods.ModLink();
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link.Slot = WeaponMod.Slot.Muzzle;
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link.Location = muzzle;
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links.Add(link);
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return true;
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}
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private static Type FindGameType(string name)
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{
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var assemblies = AppDomain.CurrentDomain.GetAssemblies();
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foreach (var asm in assemblies)
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{
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try
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{
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var t = asm.GetType(name, false) ?? asm.GetType("Il2Cpp." + name, false);
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if (t != null)
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return t;
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}
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catch
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{
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}
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}
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foreach (var asm in assemblies)
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{
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var asmName = asm.GetName().Name ?? string.Empty;
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if (asm.IsDynamic || asmName.StartsWith("System", StringComparison.OrdinalIgnoreCase) ||
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asmName.StartsWith("Unity", StringComparison.OrdinalIgnoreCase) ||
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asmName.StartsWith("Il2Cppmscorlib", StringComparison.OrdinalIgnoreCase) ||
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asmName.StartsWith("Microsoft", StringComparison.OrdinalIgnoreCase) ||
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asmName.StartsWith("mscorlib", StringComparison.OrdinalIgnoreCase))
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continue;
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Type[] types;
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try
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{
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types = asm.GetTypes();
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}
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catch (ReflectionTypeLoadException e)
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{
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types = e.Types.Where(t => t != null).ToArray();
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}
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catch
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{
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continue;
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}
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foreach (var t in types)
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{
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if (t != null && t.Name == name)
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return t;
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}
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}
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return null;
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}
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private static void InstallAudioPatches()
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{
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if (_audioHarmony != null)
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return;
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_audioHarmony = new HarmonyLib.Harmony("RifleScope.SuppressorAudio");
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var handler = FindGameType("FMOD_AnimationEventHandler");
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var animPrefix = new HarmonyMethod(typeof(RifleScope).GetMethod(nameof(AnimEventPrefix), BindingFlags.NonPublic | BindingFlags.Static));
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var count = 0;
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if (handler != null)
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{
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foreach (var m in handler.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly))
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{
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var ps = m.GetParameters();
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if (m.Name != "playFMODEvent" || ps.Length == 0 || ps[0].ParameterType != typeof(string))
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continue;
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_audioHarmony.Patch(m, prefix: animPrefix);
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count++;
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}
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}
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var common = FindGameType("FMODCommon");
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var oneshotPrefix = new HarmonyMethod(typeof(RifleScope).GetMethod(nameof(OneshotPrefix), BindingFlags.NonPublic | BindingFlags.Static));
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if (common != null)
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{
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foreach (var m in common.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.DeclaredOnly))
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{
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var ps = m.GetParameters();
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if (m.Name != "PlayOneshotInternal" || ps.Length < 4 || ps[0].ParameterType != typeof(string))
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continue;
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_audioHarmony.Patch(m, prefix: oneshotPrefix);
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count++;
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}
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}
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RLog.Msg($"Suppressor audio: patched {count} methods (handler={(handler != null)}, common={(common != null)})");
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}
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private static bool RifleSuppressedNow() =>
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_suppressor && _rifle && _rifle.gameObject.activeInHierarchy;
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private static bool AnimEventPrefix(Component __instance, object[] __args)
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{
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try
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{
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if (!RifleSuppressedNow() || __args == null || __args.Length == 0 || __args[0] as string != RifleFireEvent)
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return true;
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if (!__instance || __instance.transform.root != _rifle.transform.root)
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return true;
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return false;
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}
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catch
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{
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return true;
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}
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}
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private static bool OneshotPrefix(MethodBase __originalMethod, object[] __args)
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{
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if (_reissuing)
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return true;
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try
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{
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if (__args == null || __args.Length < 4 || __args[0] as string != SuppressedFireEvent)
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return true;
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var existing = __args[3] as Il2CppReferenceArray<Il2CppSystem.Object>;
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if (!RifleSuppressedNow())
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{
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if (!_loggedPistolParams && existing != null && existing.Length > 0)
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{
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_loggedPistolParams = true;
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RLog.Msg($"Suppressor audio: pistol params [{string.Join(", ", existing.Select(Describe))}]");
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}
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return true;
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}
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var oldCount = existing?.Length ?? 0;
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for (var i = 0; i < oldCount; i++)
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{
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if (existing[i] != null && existing[i].ToString() == UpgradeParameter)
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return true;
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}
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var array = new Il2CppReferenceArray<Il2CppSystem.Object>(oldCount + 2);
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for (var i = 0; i < oldCount; i++)
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array[i] = existing[i];
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array[oldCount] = new Il2CppSystem.Object(IL2CPP.ManagedStringToIl2Cpp(UpgradeParameter));
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array[oldCount + 1] = BoxFloat(SuppressedUpgradeValue);
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var args = (object[])__args.Clone();
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args[3] = array;
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_reissuing = true;
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try
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{
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__originalMethod.Invoke(null, args);
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}
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finally
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{
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_reissuing = false;
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}
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return false;
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}
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catch (Exception e)
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{
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if (!_loggedParamError)
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{
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_loggedParamError = true;
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RLog.Error($"Suppressor audio: could not play suppressed shot: {(e.InnerException ?? e).Message}");
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}
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return true;
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}
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}
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private static Il2CppSystem.Object BoxFloat(float value)
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{
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object single = new Il2CppSystem.Single();
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typeof(Il2CppSystem.Single).GetField("m_value", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.SetValue(single, value);
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return ((Il2CppSystem.Single)single).BoxIl2CppObject();
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}
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private static string Describe(Il2CppSystem.Object o)
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{
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if (o == null)
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return "null";
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try
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{
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return $"{o.GetIl2CppType().Name}:{o.ToString()}";
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}
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catch
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{
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return "?";
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}
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}
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private static void SetSuppressor(RangedWeaponController rifle, bool on)
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{
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var weapon = rifle._rangedWeapon;
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var mods = weapon ? weapon._weaponMods : null;
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if (!mods)
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{
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Say("Suppressor: rifle has no WeaponMods");
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return;
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}
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var mod = FindSuppressorMod();
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if (!mod)
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{
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Say("Suppressor: pistol suppressor mod is not loaded");
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return;
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}
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if (on)
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{
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InstallAudioPatches();
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if (!EnsureMuzzleSlot(rifle, mods))
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{
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Say("Suppressor: could not find the rifle muzzle");
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return;
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}
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var applied = mods.HasMod(mod.ModItemId) || mods.ApplyMod(mod);
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rifle._gunShotAudioEvent = SuppressedFireEvent;
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RLog.Msg($"Suppressor on: applied={applied} slot={mod.AttachesToSlot} required={mod.RequiredSlot} item={mod.ModItemId}");
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return;
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}
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if (mods.HasMod(mod.ModItemId))
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mods.RemoveMod(mod);
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if (_originalFireEvent != null)
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rifle._gunShotAudioEvent = _originalFireEvent;
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}
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private static Transform FindProjectileTransform(RangedWeaponController rifle)
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@@ -1000,24 +703,6 @@ public class RifleScope : SonsMod
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Say($"RifleScope is {(_enabled ? "on" : "off")}. Usage: scope on or scope off");
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}
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[DebugCommand("suppressor")]
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private static void SuppressorCommand(string args)
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{
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args = (args ?? string.Empty).Trim().ToLowerInvariant();
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if (args != "on" && args != "off")
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{
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Say($"Rifle suppressor is {(_suppressor ? "on" : "off")}. Usage: suppressor on or suppressor off");
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return;
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}
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_suppressor = args == "on";
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Save();
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if (_rifle)
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SetSuppressor(_rifle, _suppressor);
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Say($"Rifle suppressor {(_suppressor ? "on" : "off")}");
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}
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[DebugCommand("scopezoom")]
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private static void ScopeZoomCommand(string args)
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{
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@@ -1120,8 +805,6 @@ public class RifleScope : SonsMod
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_windCm = wind;
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if (parts.Length > 3)
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_enabled = parts[3] != "0";
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if (parts.Length > 4)
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_suppressor = parts[4] == "1";
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}
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catch (Exception e)
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{
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@@ -1133,7 +816,7 @@ public class RifleScope : SonsMod
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{
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try
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{
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File.WriteAllText(_configPath, $"{_zoom.ToString(Inv)} {_trimCm.ToString(Inv)} {_windCm.ToString(Inv)} {(_enabled ? "1" : "0")} {(_suppressor ? "1" : "0")}");
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File.WriteAllText(_configPath, $"{_zoom.ToString(Inv)} {_trimCm.ToString(Inv)} {_windCm.ToString(Inv)} {(_enabled ? "1" : "0")}");
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}
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catch (Exception e)
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{
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+1
-1
@@ -6,7 +6,7 @@
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<LangVersion>latest</LangVersion>
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<AssemblyName>RifleScope</AssemblyName>
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<RootNamespace>RifleScope</RootNamespace>
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<Version>1.1.1</Version>
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<Version>1.2.0</Version>
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<NoWarn>CS0436;CS1701;CS1702;MSB3277;MSB3106</NoWarn>
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</PropertyGroup>
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+1
-1
@@ -3,7 +3,7 @@
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"id": "RifleScope",
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"name": "RifleScope",
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"author": "JustinOros",
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"version": "1.1.1",
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"version": "1.2.0",
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"description": "Stronger rifle scope magnification and a crosshair reticle",
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"gameVersion": "1.0.0",
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"platform": "Client",
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Reference in New Issue
Block a user