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using System.Reflection;
using NitroxClient.GameLogic;
using NitroxModel.DataStructures;
using NitroxModel.Helper;
namespace NitroxPatcher.Patches.Dynamic;
/// <summary>
/// Prevents <see cref="CreatureAction.Perform"/> from happening if local player doesn't have lock on creature
/// </summary>
public sealed partial class CreatureAction_Perform_Patch : NitroxPatch, IDynamicPatch
{
public static readonly MethodInfo TARGET_METHOD = Reflect.Method((CreatureAction t) => t.Perform(default, default, default));
public static bool Prefix(CreatureAction __instance)
{
if (!__instance.TryGetNitroxId(out NitroxId id) || Resolve<SimulationOwnership>().HasAnyLockType(id))
{
return true;
}
// Perform is too specific for each action so it should always be synced case by case (and never run directly on remote players)
return false;
}
}