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using System.Reflection;
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using NitroxModel.Helper;
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namespace NitroxPatcher.Patches.Dynamic;
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/// <summary>
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/// The way Subnautica handles modules in Cyclops wrecks is pretty weird. if any module is added/removed (and when spawning
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/// the entity during joining), they are all instantly disabled, which deletes creature decoys in any slot except
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/// the first one. We want to keep the creature decoys around if the module is inserted, so we allow use of that
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/// module even when the Cyclops has been destroyed.
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/// </summary>
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public sealed partial class SubRoot_SetCyclopsUpgrades_Patch : NitroxPatch, IDynamicPatch
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{
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private static readonly MethodInfo TARGET_METHOD = Reflect.Method((SubRoot t) => t.SetCyclopsUpgrades());
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public static void Postfix(SubRoot __instance)
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{
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if (__instance.upgradeConsole == null)
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{
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return;
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}
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__instance.decoyTubeSizeIncreaseUpgrade = false;
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Equipment modules = __instance.upgradeConsole.modules;
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foreach (string slot in SubRoot.slotNames)
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{
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TechType techTypeInSlot = modules.GetTechTypeInSlot(slot);
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if (techTypeInSlot == TechType.CyclopsDecoyModule)
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{
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__instance.decoyTubeSizeIncreaseUpgrade = true;
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break;
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}
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}
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}
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}
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