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using HarmonyLib;
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using QSB.Messaging;
using QSB.Patches;
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using QSB.Player.Messages;
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namespace QSB.Player.Patches;
[HarmonyPatch]
internal class PlayerPatches : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
/// <summary>
/// this usually does a bunch of extra stuff before crushing the player.
/// it's too much effort to revert all that when respawning.
/// so we just don't do the extra stuff.
/// </summary>
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerCrushedController), nameof(PlayerCrushedController.CrushPlayer))]
public static bool PlayerCrushedController_CrushPlayer()
{
// #CrushIt https://www.twitch.tv/videos/846916781?t=00h03m51s
// this is what you get from me when you mix tiredness and a headache - jokes and references only i will get
Locator.GetDeathManager().KillPlayer(DeathType.Crushed);
return false;
}
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[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerData), nameof(PlayerData.LearnLaunchCodes))]
public static bool LearnLaunchCodes()
{
var flag = false;
if (!PlayerData._currentGameSave.PersistentConditionExists("LAUNCH_CODES_GIVEN"))
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{
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flag = true;
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}
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else if (PlayerData._currentGameSave.GetPersistentCondition("LAUNCH_CODES_GIVEN"))
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{
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flag = true;
}
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if (flag)
{
DialogueConditionManager.SharedInstance.SetConditionState("SCIENTIST_3", true);
PlayerData._currentGameSave.SetPersistentCondition("LAUNCH_CODES_GIVEN", true);
GlobalMessenger.FireEvent("LearnLaunchCodes");
new LaunchCodesMessage().Send();
}
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return false;
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}
}