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