using HarmonyLib; using QSB.Events; using QSB.Patches; using QSB.Player; using UnityEngine; namespace QSB.StatueSync.Patches { [HarmonyPatch] internal class StatuePatches : QSBPatch { public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect; [HarmonyPrefix] [HarmonyPatch(typeof(MemoryUplinkTrigger), 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; } } }