mirror of
https://github.com/misternebula/quantum-space-buddies.git
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86 lines
2.4 KiB
C#
86 lines
2.4 KiB
C#
using HarmonyLib;
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using QSB.Inputs;
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using QSB.Messaging;
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using QSB.Patches;
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using QSB.TimeSync.Messages;
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using QSB.Utility;
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using UnityEngine;
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namespace QSB.TimeSync.Patches;
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[HarmonyPatch]
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public class TimePatches : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
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/// <summary>
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/// prevents wakeup prompt since we automatically wake you up.
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/// (doesn't happen for host because we don't patch until TimeLoop._initialized i.e. after Start)
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/// </summary>
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[HarmonyPrefix]
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[HarmonyPatch(typeof(PlayerCameraEffectController), nameof(PlayerCameraEffectController.OnStartOfTimeLoop))]
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public static bool PlayerCameraEffectController_OnStartOfTimeLoop() => false;
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerCameraEffectController), nameof(PlayerCameraEffectController.WakeUp))]
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public static void PlayerCameraEffectController_WakeUp(PlayerCameraEffectController __instance)
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{
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// prevent funny thing when you pause while waking up
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Locator.GetPauseCommandListener().AddPauseCommandLock();
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Delay.RunWhen(() => !__instance._isOpeningEyes, () => Locator.GetPauseCommandListener().RemovePauseCommandLock());
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(OWTime), nameof(OWTime.Pause))]
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public static bool StopPausing(ref OWTime.PauseType pauseType)
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{
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if (pauseType is OWTime.PauseType.Initializing
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or OWTime.PauseType.Streaming
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or OWTime.PauseType.Loading)
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{
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return true;
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}
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else
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{
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// stop NomaiVR from pausing manually grrrrrrrrrrr
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pauseType = OWTime.PauseType.Menu;
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return false;
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(SubmitActionSkipToNextLoop), nameof(SubmitActionSkipToNextLoop.AdvanceToNewTimeLoop))]
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public static void PreventMeditationSoftlock()
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=> OWInput.ChangeInputMode(InputMode.Character);
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}
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public class ClientTimePatches : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnNonServerClientConnect;
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[HarmonyPrefix]
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[HarmonyPatch(typeof(TimeLoop), nameof(TimeLoop.SetSecondsRemaining))]
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private static void SetSecondsRemaining(float secondsRemaining)
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{
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if (Remote)
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{
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return;
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}
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new SetSecondsRemainingMessage(secondsRemaining).Send();
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}
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}
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public class TimeLoopPatches : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnModStart;
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public static bool IsLoopAfterStatue;
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[HarmonyPrefix]
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[HarmonyPatch(typeof(TimeLoop), nameof(TimeLoop.Start))]
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private static void TimeLoopStart()
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{
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IsLoopAfterStatue = TimeLoop._startTimeLoopOnReload;
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}
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}
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