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using System.Reflection;
using NitroxClient.Communication.Abstract;
using NitroxClient.GameLogic;
using NitroxClient.GameLogic.Simulation;
using NitroxModel.DataStructures;
using NitroxModel.Helper;
using NitroxModel.Packets;
namespace NitroxPatcher.Patches.Dynamic;
public sealed partial class DockedVehicleHandTarget_OnHandClick_Patch : NitroxPatch, IDynamicPatch
{
private static readonly MethodInfo targetMethod = Reflect.Method((DockedVehicleHandTarget t) => t.OnHandClick(default(GUIHand)));
private static bool skipPrefix;
public static bool Prefix(DockedVehicleHandTarget __instance, GUIHand hand)
{
Vehicle vehicle = __instance.dockingBay.GetDockedVehicle();
if (skipPrefix || !vehicle.TryGetIdOrWarn(out NitroxId vehicleId))
{
return true;
}
if (Resolve<SimulationOwnership>().HasExclusiveLock(vehicleId))
{
Log.Debug($"Already have an exclusive lock on this vehicle: {vehicleId}");
return true;
}
HandInteraction<DockedVehicleHandTarget> context = new(__instance, hand);
LockRequest<HandInteraction<DockedVehicleHandTarget>> lockRequest = new(vehicleId, SimulationLockType.EXCLUSIVE, ReceivedSimulationLockResponse, context);
Resolve<SimulationOwnership>().RequestSimulationLock(lockRequest);
return false;
}
private static void ReceivedSimulationLockResponse(NitroxId vehicleId, bool lockAcquired, HandInteraction<DockedVehicleHandTarget> context)
{
if (lockAcquired)
{
VehicleDockingBay dockingBay = context.Target.dockingBay;
Vehicle vehicle = dockingBay.GetDockedVehicle();
if (!dockingBay.TryGetIdOrWarn(out NitroxId dockId))
{
return;
}
Vehicles.EngagePlayerMovementSuppressor(vehicle);
Resolve<IPacketSender>().Send(new VehicleUndocking(vehicleId, dockId, Resolve<IMultiplayerSession>().Reservation.PlayerId, true));
skipPrefix = true;
context.Target.OnHandClick(context.GuiHand);
skipPrefix = false;
}
else
{
//TODO: Check if this should be Hand
HandReticle.main.SetText(HandReticle.TextType.Hand, "Another player is using this vehicle!", false, GameInput.Button.None);
HandReticle.main.SetText(HandReticle.TextType.HandSubscript, string.Empty, false, GameInput.Button.None);
HandReticle.main.SetIcon(HandReticle.IconType.HandDeny, 1f);
context.Target.isValidHandTarget = false;
}
}
}