mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
initial shitshow
works sometimes desktop to vr is reliable enough.. vr to desktop is struggling cannot get steamvr to let go of chillout after loading openvr device : think :
This commit is contained in:
parent
26b489d130
commit
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4 changed files with 297 additions and 0 deletions
61
DesktopVRSwitch/DesktopVRSwitch.csproj
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61
DesktopVRSwitch/DesktopVRSwitch.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>net472</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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</PropertyGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="cohtml.Net">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\cohtml.Net.dll</HintPath>
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</Reference>
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<Reference Include="Cohtml.Runtime">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Cohtml.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Giamoz">
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<HintPath>..\..\Giamoz\Giamoz\bin\Debug\net472\Giamoz.dll</HintPath>
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</Reference>
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<Reference Include="MelonLoader">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\MelonLoader.dll</HintPath>
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</Reference>
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<Reference Include="SteamVR">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\SteamVR.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AnimationModule">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.InputLegacyModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.PhysicsModule">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.VRModule">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.VRModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.XRModule">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\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
DesktopVRSwitch/DesktopVRSwitch.sln
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25
DesktopVRSwitch/DesktopVRSwitch.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}") = "DesktopVRSwitch", "DesktopVRSwitch.csproj", "{4008E6D1-32F9-449B-8820-80ACF0ED8233}"
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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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{4008E6D1-32F9-449B-8820-80ACF0ED8233}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{4008E6D1-32F9-449B-8820-80ACF0ED8233}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{4008E6D1-32F9-449B-8820-80ACF0ED8233}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{4008E6D1-32F9-449B-8820-80ACF0ED8233}.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 = {3C86465A-87F5-49EF-915C-5B5F568A8815}
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EndGlobalSection
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EndGlobal
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181
DesktopVRSwitch/Main.cs
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181
DesktopVRSwitch/Main.cs
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using HarmonyLib;
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using MelonLoader;
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using UnityEngine;
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using RootMotion.FinalIK;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI.CCK.Components;
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using ABI_RC.Core.InteractionSystem;
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using ABI_RC.Systems.MovementSystem;
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using ABI_RC.Core.UI;
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using System.Reflection;
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using cohtml;
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using ABI_RC.Core.IO;
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using System.Collections;
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using System;
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using UnityEngine.XR;
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using Valve.VR;
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namespace DesktopVRSwitch;
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public class DesktopVRSwitch : MelonMod
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{
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private static MelonPreferences_Category m_categoryDesktopVRSwitch;
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private static MelonPreferences_Entry<bool> m_entryEnabled;
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private static System.Object melon;
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public override void OnApplicationStart()
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{
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m_categoryDesktopVRSwitch = MelonPreferences.CreateCategory(nameof(DesktopVRSwitch));
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m_entryEnabled = m_categoryDesktopVRSwitch.CreateEntry<bool>("Start SteamVR", false, description: "Launch SteamVR");
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m_entryEnabled.OnValueChangedUntyped += UpdateSettings;
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}
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private static void UpdateSettings()
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{
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melon = MelonCoroutines.Start(AttemptPlatformSwitch());
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}
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static IEnumerator AttemptPlatformSwitch()
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{
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if (MetaPort.Instance.isUsingVr)
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{
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//close the UI cause cohtml can get grumpy
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ViewManager.Instance.UiStateToggle(false);
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CVR_MenuManager.Instance.ToggleQuickMenu(false);
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MelonLogger.Msg("Closed ChilloutVR UI.");
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MetaPort.Instance.isUsingVr = false;
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MelonLogger.Msg("Set MetaPort isUsingVr to false.");
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SteamVR_Behaviour.instance.enabled = false;
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SteamVR_Render.instance.enabled = false;
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yield return new WaitForEndOfFrame();
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PlayerSetup.Instance._inVr = false;
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PlayerSetup.Instance.Invoke("CalibrateAvatar", 0f);
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MelonLogger.Msg("Invoked CalibrateAvatar() on PlayerSetup.Instance.");
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PlayerSetup.Instance.desktopCameraRig.SetActive(true);
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PlayerSetup.Instance.vrCameraRig.SetActive(false);
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CohtmlHud.Instance.gameObject.transform.parent = PlayerSetup.Instance.desktopCamera.transform;
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MelonLogger.Msg("Enabled Desktop camera rig.");
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MelonLogger.Msg("Set PlayerSetup _inVr to false.");
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yield return new WaitForEndOfFrame();
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MovementSystem.Instance.isVr = false;
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MelonLogger.Msg("Set MovementSystem isVr to false.");
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//CVR_MovementSystem.Instance.isVr = true;
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//MelonLogger.Msg("Set CVR_MovementSystem isVR to false.");
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yield return new WaitForSeconds(0.5f);
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CVRInputManager.Instance.reload = true;
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//CVRInputManager.Instance.inputEnabled = true;
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//CVRInputManager.Instance.blockedByUi = false;
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//CVRInputManager.Instance.independentHeadToggle = false;
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//MelonLogger.Msg("Set CVRInputManager reload to true. Input should reload next frame...");
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yield return new WaitForSeconds(1f);
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CVRInputManager.Instance.reload = true;
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yield return new WaitForSeconds(0.5f);
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XRSettings.enabled = false;
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PlayerSetup.Instance.Invoke("CalibrateAvatar", 0f);
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MelonLogger.Msg("Invoked CalibrateAvatar() on PlayerSetup.Instance.");
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//ViewManager.Instance.VrInputChanged(true);
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}
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else
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{
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//close the UI cause cohtml can get grumpy
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ViewManager.Instance.UiStateToggle(false);
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CVR_MenuManager.Instance.ToggleQuickMenu(false);
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MelonLogger.Msg("Closed ChilloutVR UI.");
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MelonCoroutines.Start(LoadDevice("OpenVR"));
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MelonLogger.Msg("OpenVR device loaded!");
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yield return new WaitForSeconds(3);
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MelonLogger.Msg("Set MetaPort isUsingVr to true.");
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MetaPort.Instance.isUsingVr = true;
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yield return new WaitForEndOfFrame();
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VRIK ik = (VRIK)PlayerSetup.Instance._avatar.GetComponent(typeof(VRIK));
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if (ik == null)
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{
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ik = PlayerSetup.Instance._avatar.AddComponent<VRIK>();
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}
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ik.solver.IKPositionWeight = 0f;
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ik.enabled = false;
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PlayerSetup.Instance._inVr = true;
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PlayerSetup.Instance.Invoke("CalibrateAvatar", 0f);
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MelonLogger.Msg("Invoked CalibrateAvatar() on PlayerSetup.Instance.");
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PlayerSetup.Instance.desktopCameraRig.SetActive(false);
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PlayerSetup.Instance.vrCameraRig.SetActive(true);
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CohtmlHud.Instance.gameObject.transform.parent = PlayerSetup.Instance.vrCamera.transform;
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MelonLogger.Msg("Disabled Desktop camera rig.");
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MelonLogger.Msg("Set PlayerSetup _inVr to true.");
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yield return new WaitForEndOfFrame();
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MovementSystem.Instance.isVr = true;
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MelonLogger.Msg("Set MovementSystem isVr to false.");
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//CVR_MovementSystem.Instance.isVr = true;
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//MelonLogger.Msg("Set CVR_MovementSystem isVR to false.");
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yield return new WaitForSeconds(0.5f);
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CVRInputManager.Instance.reload = true;
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//CVRInputManager.Instance.inputEnabled = true;
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//CVRInputManager.Instance.blockedByUi = false;
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//CVRInputManager.Instance.independentHeadToggle = false;
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//MelonLogger.Msg("Set CVRInputManager reload to true. Input should reload next frame...");
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yield return new WaitForSeconds(1f);
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CVRInputManager.Instance.reload = true;
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//PlayerSetup.Instance.Invoke("CalibrateAvatar", 0f);
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//MelonLogger.Msg("Invoked CalibrateAvatar() on PlayerSetup.Instance.");
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//ViewManager.Instance.VrInputChanged(true);
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}
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yield return null;
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}
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static IEnumerator LoadDevice(string newDevice)
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{
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if (String.Compare(XRSettings.loadedDeviceName, newDevice, true) != 0)
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{
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XRSettings.LoadDeviceByName(newDevice);
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yield return null;
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XRSettings.enabled = true;
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if (SteamVR_Behaviour.instance.enabled == false)
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{
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SteamVR_Behaviour.instance.enabled = true;
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SteamVR_Render.instance.enabled = true;
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}
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}
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else
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{
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MelonLogger.Msg("OpenVR device already loaded!");
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MelonCoroutines.Stop(melon);
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yield return null;
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XRSettings.enabled = true;
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if (SteamVR_Behaviour.instance.enabled == false)
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{
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SteamVR_Behaviour.instance.enabled = true;
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SteamVR_Render.instance.enabled = true;
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}
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}
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}
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}
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30
DesktopVRSwitch/Properties/AssemblyInfo.cs
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30
DesktopVRSwitch/Properties/AssemblyInfo.cs
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using MelonLoader;
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using DesktopVRSwitch.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(DesktopVRSwitch))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(DesktopVRSwitch))]
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[assembly: MelonInfo(
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typeof(DesktopVRSwitch.DesktopVRSwitch),
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nameof(DesktopVRSwitch),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: "https://github.com/NotAKidOnSteam/DesktopVRSwitch"
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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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namespace DesktopVRSwitch.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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