diff --git a/SingleplayerCoopEmotes.cs b/SingleplayerCoopEmotes.cs index ee5f987..36b5d52 100644 --- a/SingleplayerCoopEmotes.cs +++ b/SingleplayerCoopEmotes.cs @@ -12,7 +12,7 @@ namespace SingleplayerCoopEmotes { - [BepInPlugin("sabreml.singleplayercoopemotes", "SingleplayerCoopEmotes", "1.1.4")] + [BepInPlugin("sabreml.singleplayercoopemotes", "SingleplayerCoopEmotes", "1.1.5")] public class SingleplayerCoopEmotes : BaseUnityPlugin { public void OnEnable() @@ -20,17 +20,19 @@ public void OnEnable() On.RainWorld.OnModsInit += Init; } - private static void Init(On.RainWorld.orig_OnModsInit orig, RainWorld self) + private void Init(On.RainWorld.orig_OnModsInit orig, RainWorld self) { orig(self); if (self.dlcVersion < 1) { Debug.Log("(SPCoopEmotes) Error: DLC not detected!"); + Logger.LogError("DLC not detected!"); return; } if (ModManager.JollyCoop) { Debug.Log("(SPCoopEmotes) Error: Jolly Co-op is enabled!"); + Logger.LogError("Jolly Co-op is enabled!"); return; } @@ -39,21 +41,21 @@ private static void Init(On.RainWorld.orig_OnModsInit orig, RainWorld self) // Regular hooks. On.Player.JollyUpdate += JollyUpdateHK; On.Player.JollyPointUpdate += JollyPointUpdateHK; - On.Player.GraphicsModuleUpdated += GraphicsModuleUpdatedHK; On.PlayerGraphics.PlayerBlink += PlayerBlinkHK; - // IL hook to remove all `ModManager.CoopAvailable` checks. - IL.Player.checkInput += checkInputHK_IL; + // IL hooks to remove all `ModManager.CoopAvailable` checks. + IL.Player.checkInput += RemoveCoopAvailableChecks; + IL.Player.GraphicsModuleUpdated += RemoveCoopAvailableChecks; - // Manual hook to override the `Player.RevealMap` property getter. - new Hook( + // And a manual one for the `Player.RevealMap` property getter. + new ILHook( typeof(Player).GetProperty("RevealMap", BindingFlags.Public | BindingFlags.Instance).GetGetMethod(), - typeof(SingleplayerCoopEmotes).GetMethod(nameof(get_RevealMapHK), BindingFlags.NonPublic | BindingFlags.Static) + new ILContext.Manipulator(RemoveCoopAvailableChecks) ); } - private static void JollyUpdateHK(On.Player.orig_JollyUpdate orig, Player self, bool eu) + private void JollyUpdateHK(On.Player.orig_JollyUpdate orig, Player self, bool eu) { // If this is hooked then the checks above must have passed, so we don't need to worry about it trying to emote twice. orig(self, eu); @@ -91,7 +93,7 @@ private static void JollyUpdateHK(On.Player.orig_JollyUpdate orig, Player self, // (Technically, making them face towards the hand rendered behind their body.) // // Added by request :) - private static void JollyPointUpdateHK(On.Player.orig_JollyPointUpdate orig, Player self) + private void JollyPointUpdateHK(On.Player.orig_JollyPointUpdate orig, Player self) { orig(self); if (self.jollyButtonDown && self.PointDir() == Vector2.zero) @@ -101,72 +103,47 @@ private static void JollyPointUpdateHK(On.Player.orig_JollyPointUpdate orig, Pla } - // When Jolly Co-op is active and the jolly button is held, the `GraphicsModuleUpdated()` method makes held spears - // point in the direction indicated by the player. - private static void GraphicsModuleUpdatedHK(On.Player.orig_GraphicsModuleUpdated orig, Player self, bool actuallyViewed, bool eu) + // Called by `PlayerGraphics.Update()` when the player has fully curled up to sleep. + // + // This override is the same as the original except without the Spearmaster check, as it made them inconsistent with + // the other slugcats, and it didn't seem like it was actually used for anything. + private void PlayerBlinkHK(On.PlayerGraphics.orig_PlayerBlink orig, PlayerGraphics self) { - orig(self, actuallyViewed, eu); - - // Recreation of the checks that need to pass in the base method to point a spear, but with the `ModManager.CoopAvailable` check removed. - for (int i = 0; i < 2; i++) + if (UnityEngine.Random.value < 0.033333335f) { - if (self.grasps[i] == null || !actuallyViewed || !self.jollyButtonDown || self.handPointing != i) - { - return; - } - if (!(self.grasps[i].grabbed is Spear) || self.bodyMode == Player.BodyModeIndex.Crawl || self.animation == Player.AnimationIndex.ClimbOnBeam) - { - return; - } - Spear playerSpear = self.grasps[i].grabbed as Spear; - - playerSpear.setRotation = self.PointDir(); - playerSpear.rotationSpeed = 0f; + self.blink = Math.Max(2, self.blink); + } + if (self.player.sleepCurlUp == 1f) + { + self.blink = Math.Max(2, self.blink); } } - // When Jolly Co-op is active and the jolly button is held, the `checkInput()` method skips opening the map - // and sets the player's movement input as the pointing direction. - private static void checkInputHK_IL(ILContext il) + // This is used to go to each `ModManager.CoopAvailable` check in the method and set its `brfalse` target to the next instruction. + // (This has the same result as just removing the check, but for some reason I can't get that to work.) + private void RemoveCoopAvailableChecks(ILContext il) { ILCursor cursor = new ILCursor(il); + bool editSuccessful = false; - // Go to each `ModManager.CoopAvailable` check, and set its label target to the next instruction. - // - // (This results in the same behaviour as just removing the check, but after multiple days of trying I couldn't get that to work.) ILLabel label = null; while (cursor.TryGotoNext(MoveType.After, i => i.MatchLdsfld("CoopAvailable"), - i => i.MatchBrfalse(out label) + i => i.MatchBrfalse(out label) // Assign the `ILLabel` from this instruction to the `label` variable. )) { + // Set `label`'s target to `cursor.Next`. cursor.MarkLabel(label); + editSuccessful = true; } - } - - // Called by `PlayerGraphics.Update()` when the player has fully curled up to sleep. - // - // This override is the same as the original except without the Spearmaster check, as it made them inconsistent with - // the other slugcats, and it didn't seem like it was actually used for anything. - private static void PlayerBlinkHK(On.PlayerGraphics.orig_PlayerBlink orig, PlayerGraphics self) - { - if (UnityEngine.Random.value < 0.033333335f) - { - self.blink = Math.Max(2, self.blink); - } - if (self.player.sleepCurlUp == 1f) + // If it wasn't able to find and edit at least one `CoopAvailable` check, then somthing went wrong. + if (!editSuccessful) { - self.blink = Math.Max(2, self.blink); + Debug.Log("(SPCoopEmotes) Error: IL edit failed!"); + Logger.LogError("IL edit failed!"); } } - - - // Same as the original, except without a `ModManager.CoopAvailable` check. - private static bool get_RevealMapHK(Func orig, Player self) - { - return !self.jollyButtonDown && self.input[0].mp && !self.inVoidSea; - } } } diff --git a/SingleplayerCoopEmotes.sln b/SingleplayerCoopEmotes.sln index f0faba5..d5beb7c 100644 --- a/SingleplayerCoopEmotes.sln +++ b/SingleplayerCoopEmotes.sln @@ -8,6 +8,7 @@ EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{ED14B559-DB0C-4B19-9A63-1F374E0DFD2A}" ProjectSection(SolutionItems) = preProject SingleplayerCoopEmotes\modinfo.json = SingleplayerCoopEmotes\modinfo.json + README.md = README.md EndProjectSection EndProject Global diff --git a/SingleplayerCoopEmotes/modinfo.json b/SingleplayerCoopEmotes/modinfo.json index a8aaf66..7715f3c 100644 --- a/SingleplayerCoopEmotes/modinfo.json +++ b/SingleplayerCoopEmotes/modinfo.json @@ -1,7 +1,7 @@ { "id": "sabreml.singleplayercoopemotes", "name": "Singleplayer Co-op Emotes", - "version": "1.1.4", + "version": "1.1.5", "target_game_version": "v1.9.05", "authors": "SabreML", "description": "Makes the Jolly Co-op emotes work in singleplayer!"