using QSB.Events; using QSB.Patches; using QSB.Player; using UnityEngine; namespace QSB.StatueSync.Patches { internal class StatuePatches : QSBPatch { public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect; public override void DoPatches() => Prefix(nameof(MemoryUplinkTrigger_Update)); public static bool MemoryUplinkTrigger_Update(bool ____waitForPlayerGrounded) { if (StatueManager.Instance.HasStartedStatueLocally) { return true; } if (!____waitForPlayerGrounded || !Locator.GetPlayerController().IsGrounded()) { return true; } var playerBody = Locator.GetPlayerBody().transform; var timberHearth = Locator.GetAstroObject(AstroObject.Name.TimberHearth).transform; QSBEventManager.FireEvent( EventNames.QSBStartStatue, timberHearth.InverseTransformPoint(playerBody.position), Quaternion.Inverse(timberHearth.rotation) * playerBody.rotation, Locator.GetPlayerCamera().GetComponent().GetDegreesY()); QSBPlayerManager.HideAllPlayers(); return true; } } }