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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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using UnityEngine;
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namespace NitroxPatcher.Patches.Dynamic;
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public sealed partial class Stalker_CheckLoseTooth_Patch : NitroxPatch, IDynamicPatch
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{
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private static readonly MethodInfo TARGET_METHOD = Reflect.Method((Stalker t) => t.CheckLoseTooth(default(GameObject)));
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// HardnessMixin seems to be a bit buggy (ie: undefined values for some scraps, which is a vanilla bug), so we'll just hard-code the values for now.
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// Note that HardnessMixin is only used by Stalkers
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public static bool Prefix(Stalker __instance, GameObject target)
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{
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if (!__instance.TryGetNitroxId(out NitroxId creatureId)
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&& !Resolve<SimulationOwnership>().HasAnyLockType(creatureId))
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{
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return false;
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}
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TechType techType = CraftData.GetTechType(target);
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float dropProbability = techType switch
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{
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TechType.ScrapMetal => 0.25f, // https://subnautica.fandom.com/wiki/Metal_Salvage_(Subnautica)
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TechType.MapRoomCamera => 0.25f,
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TechType.Titanium or TechType.Silver or TechType.Gold or TechType.Kyanite or TechType.Copper or TechType.Nickel => 0.15f,
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_ => 0f,
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};
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if (dropProbability == 0)
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{
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return false;
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}
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// Random.value returns a random float within[0.0..1.0] (range is inclusive)
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if (Random.value < dropProbability && Random.value < 0.5f)
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{
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// Code from Stalker.LoseTooth() to avoid having another patch
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GameObject toothGameObject = Object.Instantiate(__instance.toothPrefab);
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toothGameObject.transform.position = __instance.loseToothDropLocation.transform.position;
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toothGameObject.transform.rotation = __instance.loseToothDropLocation.transform.rotation;
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if (toothGameObject.activeSelf && __instance.isActiveAndEnabled)
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{
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foreach (Collider collider in toothGameObject.GetComponentsInChildren<Collider>())
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{
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Physics.IgnoreCollision(__instance.stalkerBodyCollider, collider);
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}
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}
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Utils.PlayFMODAsset(__instance.loseToothSound, toothGameObject.transform, 20f);
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LargeWorldEntity.Register(toothGameObject);
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Resolve<Items>().Dropped(toothGameObject);
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}
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return false;
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}
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}
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