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NitroxPatcher/Patches/Dynamic/StasisSphere_OnHit_Patch.cs
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NitroxPatcher/Patches/Dynamic/StasisSphere_OnHit_Patch.cs
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using System.Reflection;
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using NitroxClient.Communication.Abstract;
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using NitroxClient.GameLogic;
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using NitroxModel.DataStructures.Unity;
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using NitroxModel.Helper;
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using NitroxModel.Packets;
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using NitroxModel_Subnautica.DataStructures;
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namespace NitroxPatcher.Patches.Dynamic;
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/// <summary>
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/// Prevents remote stasis sphere from triggering hit effets (they're triggered with packets).
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/// Broadcasts local player's stasis sphere hits
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/// </summary>
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public sealed partial class StasisSphere_OnHit_Patch : NitroxPatch, IDynamicPatch
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{
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private static readonly MethodInfo TARGET_METHOD = Reflect.Method((StasisSphere t) => t.OnHit(default));
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public static bool Prefix(StasisSphere __instance)
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{
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if (__instance.GetComponent<BulletManager.RemotePlayerBullet>())
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{
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return false;
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}
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ushort? localPlayerId = Resolve<LocalPlayer>().PlayerId;
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// If the local player id isn't set then there's already a bigger problem/no problem and we can ignore that
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if (!localPlayerId.HasValue)
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{
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return true;
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}
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NitroxVector3 position = __instance.tr.position.ToDto();
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NitroxQuaternion rotation = __instance.tr.rotation.ToDto();
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// Calculate the chargeNormalized value which was passed to StasisSphere.Shoot
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float chargeNormalized = Mathf.Unlerp(__instance.minRadius, __instance.maxRadius, __instance.radius);
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Resolve<IPacketSender>().Send(new StasisSphereHit(localPlayerId.Value, position, rotation, chargeNormalized, __instance._consumption));
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return true;
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}
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}
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