mass commit of laziness

This commit is contained in:
NotAKidoS 2025-12-28 20:30:00 -06:00
parent ce992c70ee
commit 6d4fc549d9
167 changed files with 5471 additions and 675 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<RootNamespace>PlayerCloneAttachment</RootNamespace>
</PropertyGroup>
<ItemGroup>
<None Remove="Resources\playercloneattachment.assets" />
</ItemGroup>
</Project>

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using System.Reflection;
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.UI.UIRework.Managers;
using ABI_RC.Systems.ChatBox;
using ABI_RC.Systems.InputManagement;
using HarmonyLib;
using MelonLoader;
using System;
using System.Linq;
using UnityEngine;
using UnityEngine.LowLevel;
using UnityEngine.PlayerLoop;
namespace NAK.ChatBoxTweaks;
public class ChatBoxTweaksMod : MelonMod
{
public override void OnInitializeMelon()
{
HarmonyInstance.Patch(
typeof(KeyboardManager).GetMethod(nameof(KeyboardManager.OnKeyboardSubmit),
BindingFlags.NonPublic | BindingFlags.Instance),
prefix: new HarmonyMethod(typeof(ChatBoxTweaksMod).GetMethod(nameof(OnPreKeyboardManagerKeyboardSubmit),
BindingFlags.NonPublic | BindingFlags.Static)),
postfix: new HarmonyMethod(typeof(ChatBoxTweaksMod).GetMethod(nameof(OnPostKeyboardManagerKeyboardSubmit),
BindingFlags.NonPublic | BindingFlags.Static))
);
}
private static void OnPreKeyboardManagerKeyboardSubmit(ref KeyboardManager __instance, ref KeyboardManager.OpenSource? __state)
{
__state = __instance.KeyboardOpenSource;
}
private static void OnPostKeyboardManagerKeyboardSubmit(ref KeyboardManager.OpenSource? __state)
{
if (__state == KeyboardManager.OpenSource.TextComms) ChatBoxAPI.OpenKeyboard();
}
}
/*
public static class NetworkLoopInjector
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void InjectNetworkFixedUpdate()
{
var playerLoop = PlayerLoop.GetCurrentPlayerLoop();
// Find the FixedUpdate phase
int fixedUpdateIndex = Array.FindIndex(playerLoop.subSystemList, s => s.type == typeof(FixedUpdate));
if (fixedUpdateIndex < 0)
{
Debug.LogError("FixedUpdate not found in player loop!");
return;
}
var fixedUpdate = playerLoop.subSystemList[fixedUpdateIndex];
// Create your custom PlayerLoopSystem
var networkSystem = new PlayerLoopSystem
{
type = typeof(NetworkFixedUpdate),
updateDelegate = NetworkFixedUpdate.Run
};
// Insert at the start so it runs before physics, animation, etc.
var subs = fixedUpdate.subSystemList.ToList();
subs.Insert(0, networkSystem);
fixedUpdate.subSystemList = subs.ToArray();
// Reassign and set back
playerLoop.subSystemList[fixedUpdateIndex] = fixedUpdate;
PlayerLoop.SetPlayerLoop(playerLoop);
Debug.Log("[NetworkLoopInjector] Inserted NetworkFixedUpdate at start of FixedUpdate loop");
}
static class NetworkFixedUpdate
{
static int lastStateFrame = -1;
public static void Run()
{
// Apply your networked object state syncs before physics simulation
Debug.Log("Last State Frame: " + lastStateFrame + " Current Frame: " + Time.frameCount);
lastStateFrame = Time.frameCount;
}
}
}
*/

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using MelonLoader;
using NAK.ChatBoxTweaks.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.ChatBoxTweaks))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.ChatBoxTweaks))]
[assembly: MelonInfo(
typeof(NAK.ChatBoxTweaks.ChatBoxTweaksMod),
nameof(NAK.ChatBoxTweaks),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/ChatBoxTweaks"
)]
[assembly: MelonGame("ChilloutVR", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 246, 25, 99)] // red-pink
[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
[assembly: HarmonyDontPatchAll]
namespace NAK.ChatBoxTweaks.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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# YouAreMyPropNowWeAreHavingSoftTacosLater
Lets you bring held, attached, and occupied props through world loads. This is configurable in the mod settings.
https://youtu.be/9P6Jeh-VN58?si=eXTPGyKB_0wq1gZO
There is special logic in place for bringing air vehicles through world loads.
If above the ground you will be placed up to 20m above the spawnpoint of the next world.
## Examples
https://fixupx.com/NotAKidoS/status/1910545346922422675
---
Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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{
"_id": 262,
"name": "YouAreMyPropNowWeAreHavingSoftTacosLater",
"modversion": "1.0.0",
"gameversion": "2025r180",
"loaderversion": "0.7.2",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Lets you bring held, attached, and occupied props through world loads. This is configurable in the mod settings.\nhttps://youtu.be/9P6Jeh-VN58?si=eXTPGyKB_0wq1gZO\n\nThere is special logic in place for bringing air vehicles through world loads. If above the ground you will be placed up to 20m above the spawnpoint of the next world.",
"searchtags": [
"prop",
"spawn",
"friend",
"load"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r47/YouAreMyPropNowWeAreHavingSoftTacosLater.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/YouAreMyPropNowWeAreHavingSoftTacosLater/",
"changelog": "- Initial release",
"embedcolor": "#f61963"
}