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using System.Reflection;
using NitroxClient.GameLogic;
using NitroxModel.DataStructures;
using NitroxModel.Helper;
using UnityEngine;
namespace NitroxPatcher.Patches.Dynamic;
public sealed partial class Stalker_CheckLoseTooth_Patch : NitroxPatch, IDynamicPatch
{
private static readonly MethodInfo TARGET_METHOD = Reflect.Method((Stalker t) => t.CheckLoseTooth(default(GameObject)));
// 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.
// Note that HardnessMixin is only used by Stalkers
public static bool Prefix(Stalker __instance, GameObject target)
{
if (!__instance.TryGetNitroxId(out NitroxId creatureId)
&& !Resolve<SimulationOwnership>().HasAnyLockType(creatureId))
{
return false;
}
TechType techType = CraftData.GetTechType(target);
float dropProbability = techType switch
{
TechType.ScrapMetal => 0.25f, // https://subnautica.fandom.com/wiki/Metal_Salvage_(Subnautica)
TechType.MapRoomCamera => 0.25f,
TechType.Titanium or TechType.Silver or TechType.Gold or TechType.Kyanite or TechType.Copper or TechType.Nickel => 0.15f,
_ => 0f,
};
if (dropProbability == 0)
{
return false;
}
// Random.value returns a random float within[0.0..1.0] (range is inclusive)
if (Random.value < dropProbability && Random.value < 0.5f)
{
// Code from Stalker.LoseTooth() to avoid having another patch
GameObject toothGameObject = Object.Instantiate(__instance.toothPrefab);
toothGameObject.transform.position = __instance.loseToothDropLocation.transform.position;
toothGameObject.transform.rotation = __instance.loseToothDropLocation.transform.rotation;
if (toothGameObject.activeSelf && __instance.isActiveAndEnabled)
{
foreach (Collider collider in toothGameObject.GetComponentsInChildren<Collider>())
{
Physics.IgnoreCollision(__instance.stalkerBodyCollider, collider);
}
}
Utils.PlayFMODAsset(__instance.loseToothSound, toothGameObject.transform, 20f);
LargeWorldEntity.Register(toothGameObject);
Resolve<Items>().Dropped(toothGameObject);
}
return false;
}
}