2022-08-27 23:10:20 +00:00
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using HarmonyLib;
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using QSB.Audio.Messages;
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using QSB.Messaging;
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using QSB.Patches;
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using QSB.Player;
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namespace QSB.Audio.Patches;
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2023-07-28 18:30:57 +00:00
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public class PlayerImpactAudioPatches : QSBPatch
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2022-08-27 23:10:20 +00:00
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{
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2022-08-28 02:05:01 +00:00
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// Since we patch Start we do it when the mod starts, else it won't run
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public override QSBPatchTypes Type => QSBPatchTypes.OnModStart;
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2022-08-27 23:10:20 +00:00
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerImpactAudio), nameof(PlayerImpactAudio.Start))]
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public static void PlayerImpactAudio_Start(PlayerImpactAudio __instance)
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{
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__instance.gameObject.AddComponent<QSBAudioSourceOneShotTracker>();
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(PlayerImpactAudio), nameof(PlayerImpactAudio.OnImpact))]
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public static void PlayerImpactAudio_OnImpact_Prefix(PlayerImpactAudio __instance) =>
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// First we reset in case no audio is actually played
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__instance.gameObject.GetComponent<QSBAudioSourceOneShotTracker>()?.Reset();
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerImpactAudio), nameof(PlayerImpactAudio.OnImpact))]
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public static void PlayerImpactAudio_OnImpact_Postfix(PlayerImpactAudio __instance)
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{
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var tracker = __instance.gameObject.GetComponent<QSBAudioSourceOneShotTracker>();
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if (tracker)
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{
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if (tracker.LastPlayed != AudioType.None)
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{
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new PlayerAudioControllerOneShotMessage(tracker.LastPlayed, QSBPlayerManager.LocalPlayerId, tracker.Pitch, tracker.Volume).Send();
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}
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}
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}
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}
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