using System.Reflection;
using NitroxClient.GameLogic;
using NitroxModel.DataStructures;
using NitroxModel.Helper;
namespace NitroxPatcher.Patches.Dynamic;
///
/// Prevents from happening if local player doesn't have lock on creature
///
public sealed partial class CreatureAction_Perform_Patch : NitroxPatch, IDynamicPatch
{
public static readonly MethodInfo TARGET_METHOD = Reflect.Method((CreatureAction t) => t.Perform(default, default, default));
public static bool Prefix(CreatureAction __instance)
{
if (!__instance.TryGetNitroxId(out NitroxId id) || Resolve().HasAnyLockType(id))
{
return true;
}
// Perform is too specific for each action so it should always be synced case by case (and never run directly on remote players)
return false;
}
}