NAK_CVR_Mods/DropPropTweak/Main.cs
2024-06-24 02:54:53 -05:00

49 lines
No EOL
1.9 KiB
C#

using System.Reflection;
using ABI_RC.Core.Player;
using ABI_RC.Core.Util;
using HarmonyLib;
using MelonLoader;
using UnityEngine;
namespace NAK.DropPropTweak;
public class DropPropTweakMod : MelonMod
{
public override void OnInitializeMelon()
{
HarmonyInstance.Patch( // make drop prop actually usable
typeof(PlayerSetup).GetMethod(nameof(PlayerSetup.DropProp),
BindingFlags.Public | BindingFlags.Instance),
new HarmonyMethod(typeof(DropPropTweakMod).GetMethod(nameof(OnDropProp),
BindingFlags.NonPublic | BindingFlags.Static))
);
}
private static bool OnDropProp(string propGuid, ref PlayerSetup __instance)
{
Vector3 position = __instance.activeCam.transform.position + __instance.GetPlayerForward() * 1.5f; // 1f -> 1.5f
if (Physics.Raycast(position,
__instance.CharacterController.GetGravityDirection(), // align with gravity, not player up
out RaycastHit raycastHit, 4f, __instance.dropPlacementMask))
{
// native method passes false, so DropProp doesn't align with gravity :)
CVRSyncHelper.SpawnProp(propGuid, raycastHit.point.x, raycastHit.point.y, raycastHit.point.z, true);
return false;
}
// unlike original, we will still spawn prop even if raycast fails, giving the method actual utility :3
// hack- we want to align with *our* rotation, not affecting gravity
Vector3 ogGravity = __instance.CharacterController.GetGravityDirection();
__instance.CharacterController.gravity = -__instance.transform.up; // align with our rotation
// spawn prop with useTargetLocationGravity false, so it pulls our gravity dir we've modified
CVRSyncHelper.SpawnProp(propGuid, position.x, position.y, position.z, false);
__instance.CharacterController.gravity = ogGravity; // restore gravity
return false;
}
}