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using HarmonyLib;
using QSB.AuthoritySync;
using QSB.EchoesOfTheEye.DreamCandles.Patches;
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using QSB.EchoesOfTheEye.DreamObjectProjectors.WorldObject;
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using QSB.EchoesOfTheEye.DreamRafts.Messages;
using QSB.EchoesOfTheEye.DreamRafts.WorldObjects;
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using QSB.Messaging;
using QSB.Patches;
using QSB.WorldSync;
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namespace QSB.EchoesOfTheEye.DreamRafts.Patches;
public class DreamRaftPatches : QSBPatch
{
public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
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[HarmonyPrefix]
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[HarmonyPatch(typeof(DreamRaftProjector), nameof(DreamRaftProjector.RespawnRaft))]
private static void RespawnRaft_Prefix(DreamRaftProjector __instance)
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{
if (Remote)
{
return;
}
if (!QSBWorldSync.AllObjectsReady)
{
return;
}
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__instance.GetWorldObject<QSBDreamObjectProjector>()
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.SendMessage(new RespawnRaftMessage());
// since respawning extinguishes all the candles, but we already have the above message
DreamCandlePatches.DontSendMessage = true;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(DreamRaftProjector), nameof(DreamRaftProjector.RespawnRaft))]
private static void RespawnRaft_Postfix(DreamRaftProjector __instance)
{
if (Remote)
{
return;
}
if (!QSBWorldSync.AllObjectsReady)
{
return;
}
DreamCandlePatches.DontSendMessage = false;
}
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/// <summary>
/// this is only called when:
/// - you exit the dream world
/// - the raft goes thru the warp volume with you not on it
///
/// this is to suspend the raft so it doesn't fall endlessly.
/// however, it's okay if it does that,
/// and we don't want it to extinguish with other players on it.
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/// </summary>
[HarmonyPrefix]
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[HarmonyPatch(typeof(DreamRaftProjector), nameof(DreamRaftProjector.ExtinguishImmediately))]
private static bool ExtinguishImmediately(DreamRaftProjector __instance)
{
if (!QSBWorldSync.AllObjectsReady)
{
return true;
}
// still release authority over the raft tho
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__instance._dreamRaftProjection.GetComponent<DreamRaftController>().GetWorldObject<QSBDreamRaft>()
.NetworkBehaviour.netIdentity.UpdateAuthQueue(AuthQueueAction.Remove);
return false;
}
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}