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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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initial release
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6 changed files with 266 additions and 0 deletions
92
KneeFix/HarmonyPatches.cs
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92
KneeFix/HarmonyPatches.cs
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using HarmonyLib;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.Melons.KneeFix.HarmonyPatches;
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internal static class BodySystemPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(BodySystem), "SetupOffsets")]
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private static void Postfix_BodySystem_SetupOffsets(List<TrackingPoint> trackingPoints)
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{
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//redo offsets for knees as native is too far from pivot
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foreach (TrackingPoint trackingPoint in trackingPoints)
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{
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Transform parent = null;
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if (trackingPoint.assignedRole == TrackingPoint.TrackingRole.LeftKnee)
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{
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parent = IKSystem.vrik.references.leftCalf;
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}
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else if (trackingPoint.assignedRole == TrackingPoint.TrackingRole.RightKnee)
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{
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parent = IKSystem.vrik.references.rightCalf;
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}
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if (parent != null)
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{
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trackingPoint.offsetTransform.parent = parent;
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trackingPoint.offsetTransform.localPosition = Vector3.zero;
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trackingPoint.offsetTransform.localRotation = Quaternion.identity;
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trackingPoint.offsetTransform.parent = trackingPoint.referenceTransform;
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Vector3 b = IKSystem.vrik.references.root.forward * 0.5f;
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trackingPoint.offsetTransform.position += b;
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}
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(BodySystem), "Update")]
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private static void Postfix_BodySystem_Update()
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{
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// FBT needs avatar root to follow head
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if (IKSystem.vrik != null)
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IKSystem.vrik.solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 180f;
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}
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}
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internal static class VRIKPatches
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{
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/**
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Leg solver uses virtual bone calf and foot, plus world tracked knee position for normal maths.
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This breaks as you playspace up, because calf and foot position aren't offset yet in solve order.
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**/
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[HarmonyPrefix]
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[HarmonyPatch(typeof(IKSolverVR.Leg), "ApplyOffsets")]
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private static bool Prefix_IKSolverVR_Leg_ApplyOffsets(ref IKSolverVR.Leg __instance)
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{
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//This is the second part of the above fix, preventing the solver from calculating a bad bendNormal
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//when it doesn't need to. The knee tracker should dictate the bendNormal completely.
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if (__instance.usingKneeTracker)
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{
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__instance.ApplyPositionOffset(__instance.footPositionOffset, 1f);
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__instance.ApplyRotationOffset(__instance.footRotationOffset, 1f);
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Quaternion quaternion = Quaternion.FromToRotation(__instance.footPosition - __instance.position, __instance.footPosition + __instance.heelPositionOffset - __instance.position);
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__instance.footPosition = __instance.position + quaternion * (__instance.footPosition - __instance.position);
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__instance.footRotation = quaternion * __instance.footRotation;
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return false;
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}
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// run full method like normal otherwise
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float num = __instance.bendGoalWeight;
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__instance.bendGoalWeight = 0f;
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__instance.ApplyOffsetsOld();
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__instance.bendGoalWeight = num;
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(IKSolverVR.Leg), "Solve")]
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private static void Prefix_IKSolverVR_Leg_Solve(ref IKSolverVR.Leg __instance)
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{
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//Turns out VRIK applies bend goal maths before root is offset in solving process.
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//We will apply ourselves before then to fix it.
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if (__instance.usingKneeTracker)
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__instance.ApplyBendGoal();
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}
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}
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71
KneeFix/KneeFix.csproj
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71
KneeFix/KneeFix.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<LangVersion>latest</LangVersion>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="Aura2_Core">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Aura2_Core.dll</HintPath>
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</Reference>
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<Reference Include="BTKUILib">
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<HintPath>..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\BTKUILib.dll</HintPath>
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</Reference>
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<Reference Include="cohtml.Net">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\cohtml.Net.dll</HintPath>
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</Reference>
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<Reference Include="Cohtml.Runtime">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Cohtml.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="MelonLoader">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\MelonLoader.dll</HintPath>
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</Reference>
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<Reference Include="SteamVR">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\SteamVR.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Postprocessing.Runtime">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Unity.Postprocessing.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Unity.TextMeshPro">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Unity.TextMeshPro.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AnimationModule">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.AnimationModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.InputLegacyModule">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.InputLegacyModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.PhysicsModule">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.PhysicsModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.VRModule">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.VRModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.XRModule">
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<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.XRModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<Target Name="Deploy" AfterTargets="Build">
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<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
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<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
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</Target>
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</Project>
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25
KneeFix/KneeFix.sln
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25
KneeFix/KneeFix.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.2.32630.192
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "KneeFix", "KneeFix.csproj", "{EF74B9F3-3891-4884-A8E1-B1BEE38E1803}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{EF74B9F3-3891-4884-A8E1-B1BEE38E1803}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{EF74B9F3-3891-4884-A8E1-B1BEE38E1803}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{EF74B9F3-3891-4884-A8E1-B1BEE38E1803}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{EF74B9F3-3891-4884-A8E1-B1BEE38E1803}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {57B73DF6-AE94-4453-AE6D-CC87E6DE9B97}
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EndGlobalSection
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EndGlobal
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25
KneeFix/Main.cs
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25
KneeFix/Main.cs
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using MelonLoader;
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namespace NAK.Melons.KneeFix;
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public class KneeFixMod : MelonMod
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{
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public override void OnInitializeMelon()
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{
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ApplyPatches(typeof(HarmonyPatches.BodySystemPatches));
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ApplyPatches(typeof(HarmonyPatches.VRIKPatches));
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}
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void ApplyPatches(Type type)
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{
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try
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{
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HarmonyInstance.PatchAll(type);
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}
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catch (Exception e)
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{
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LoggerInstance.Msg($"Failed while patching {type.Name}!");
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LoggerInstance.Error(e);
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}
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}
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}
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30
KneeFix/Properties/AssemblyInfo.cs
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30
KneeFix/Properties/AssemblyInfo.cs
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using MelonLoader;
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using NAK.Melons.KneeFix.Properties;
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using System.Reflection;
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[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyTitle(nameof(NAK.Melons.KneeFix))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(NAK.Melons.KneeFix))]
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[assembly: MelonInfo(
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typeof(NAK.Melons.KneeFix.KneeFixMod),
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nameof(NAK.Melons.KneeFix),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: "https://github.com/NotAKidOnSteam/KneeFix"
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)]
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[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
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[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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[assembly: HarmonyDontPatchAll]
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namespace NAK.Melons.KneeFix.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "1.0.0";
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public const string Author = "NotAKidoS";
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}
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23
KneeFix/format.json
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23
KneeFix/format.json
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{
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"_id": -1,
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"name": "KneeFix",
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"modversion": "1.0.0",
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"gameversion": "2022r170",
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"loaderversion": "0.5.7",
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"modtype": "Mod",
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"author": "NotAKidoS",
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"description": "Small fix to knee tracking while in FBT.\n\nThis also partially fixes running animations in FBT & emote direction.",
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"searchtags": [
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"knee",
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"ik",
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"tracking",
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"fix"
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],
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"requirements": [
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"None"
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/KneeFix/releases/download/v1.0.0/KneeFix.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/KneeFix/",
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"changelog": "Initial Release",
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"embedcolor": "7F3F99"
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}
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