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