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107
NitroxPatcher/Patches/Dynamic/FootstepSounds_OnStep_Patch.cs
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107
NitroxPatcher/Patches/Dynamic/FootstepSounds_OnStep_Patch.cs
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Reflection.Emit;
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using FMOD.Studio;
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using HarmonyLib;
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using NitroxClient.Communication.Abstract;
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using NitroxClient.GameLogic;
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using NitroxClient.GameLogic.FMOD;
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using NitroxModel.GameLogic.FMOD;
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using NitroxModel.Helper;
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using NitroxModel.Packets;
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using UnityEngine;
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namespace NitroxPatcher.Patches.Dynamic;
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public sealed partial class FootstepSounds_OnStep_Patch : NitroxPatch, IDynamicPatch
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{
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private const string PRECURSOR_STEP_SOUND_PATH = "event:/player/footstep_precursor_base";
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private const string METAL_STEP_SOUND_PATH = "event:/player/footstep_metal";
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private const string LAND_STEP_SOUND_PATH = "event:/player/footstep_dirt";
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internal static readonly MethodInfo TARGET_METHOD = Reflect.Method((FootstepSounds t) => t.OnStep(default));
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public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
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{
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/*
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From:
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evt.setVolume(volume);
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To:
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evt.setVolume(CalculateVolume(volume, this, asset, xform));
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From:
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event.release();
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To:
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event.release();
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SendFootstepPacket(asset);
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*/
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return new CodeMatcher(instructions)
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.MatchEndForward(
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new CodeMatch(OpCodes.Ldloc_1),
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new CodeMatch(OpCodes.Call, Reflect.Method((EventInstance evt) => evt.setVolume(default)))
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)
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.Insert(
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new CodeInstruction(OpCodes.Ldarg_0),
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new CodeInstruction(OpCodes.Ldloc_0),
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new CodeInstruction(OpCodes.Ldarg_1),
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new CodeInstruction(OpCodes.Call, Reflect.Method(() => CalculateVolume(default, default, default, default)))
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)
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.MatchEndForward(
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new CodeMatch(OpCodes.Call, Reflect.Method((EventInstance evt) => evt.release())),
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new CodeMatch(OpCodes.Pop)
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)
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.Advance(1)
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.InsertAndAdvance(new CodeInstruction(OpCodes.Ldloc_0))
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.Insert(new CodeInstruction(OpCodes.Call, Reflect.Method(() => SendFootstepPacket(default))))
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.InstructionEnumeration();
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}
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// This method is called very often and should therefore be performant
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private static float CalculateVolume(float originalVolume, FootstepSounds instance, FMODAsset asset, Transform xform)
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{
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// For exosuits only "event:/sub/exo/step" is used inside FootstepSounds
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if (asset.path.Equals(LAND_STEP_SOUND_PATH, StringComparison.Ordinal) && (!Player.main.currentMountedVehicle || Player.main.currentMountedVehicle.gameObject != instance.gameObject))
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{
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// Origin is Exosuit which is controlled by remote player
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return FMODSystem.CalculateVolume(xform.position, Player.main.transform.position, stepSoundRadius.Value, originalVolume);
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}
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return originalVolume;
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}
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private static readonly Lazy<float> stepSoundRadius = new(() =>
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{
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Resolve<FMODWhitelist>().TryGetSoundData(LAND_STEP_SOUND_PATH, out SoundData soundData);
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return soundData.Radius;
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});
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private static void SendFootstepPacket(FMODAsset asset)
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{
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if (!Resolve<LocalPlayer>().PlayerId.HasValue)
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{
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return;
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}
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FootstepPacket.StepSounds assetIndex;
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switch (asset.path)
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{
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case PRECURSOR_STEP_SOUND_PATH:
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assetIndex = FootstepPacket.StepSounds.PRECURSOR;
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break;
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case METAL_STEP_SOUND_PATH:
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assetIndex = FootstepPacket.StepSounds.METAL;
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break;
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case LAND_STEP_SOUND_PATH:
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assetIndex = FootstepPacket.StepSounds.LAND;
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break;
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default:
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return;
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}
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FootstepPacket footstepPacket = new(Resolve<LocalPlayer>().PlayerId.Value, assetIndex);
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Resolve<IPacketSender>().Send(footstepPacket);
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}
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}
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