Preserve crouch and prone

Code simplification and possible pose copying fix
Reworked finger tracking
This commit is contained in:
SDraw 2023-08-05 21:58:29 +03:00
parent 4608f9f7bf
commit 1efcb8aaee
No known key found for this signature in database
GPG key ID: BB95B4DAB2BB8BB5
19 changed files with 194 additions and 206 deletions

View file

@ -1,6 +1,6 @@
using System.Reflection;
[assembly: MelonLoader.MelonInfo(typeof(ml_prm.PlayerRagdollMod), "PlayerRagdollMod", "1.0.6", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_prm.PlayerRagdollMod), "PlayerRagdollMod", "1.0.7", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
[assembly: MelonLoader.MelonPriority(2)]
[assembly: MelonLoader.MelonOptionalDependencies("BTKUILib")]

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@ -454,7 +454,12 @@ namespace ml_prm
if(MovementSystem.Instance.flying)
MovementSystem.Instance.ChangeFlight(false);
bool l_crouch = MovementSystem.Instance.crouching;
bool l_prone = MovementSystem.Instance.prone;
MovementSystem.Instance.SetImmobilized(true);
MovementSystem.Instance.ChangeCrouch(l_crouch);
MovementSystem.Instance.ChangeProne(l_prone);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterTrigger("CancelEmote");
m_ragdolledParameter.SetValue(true);
if(!BodySystem.isCalibrating)

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@ -4,7 +4,7 @@
<TargetFramework>netstandard2.1</TargetFramework>
<Platforms>x64</Platforms>
<PackageId>PlayerRagdollMod</PackageId>
<Version>1.0.6</Version>
<Version>1.0.7</Version>
<Authors>SDraw</Authors>
<Company>None</Company>
<Product>PlayerRagdollMod</Product>