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Fix items from pocket dimension spawning in tutorial room
Fix #62 +semver: minor
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Original file line number | Diff line number | Diff line change |
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using System.Collections.Generic; | ||
using System.Reflection.Emit; | ||
using Exiled.API.Features.Pools; | ||
using HarmonyLib; | ||
using JetBrains.Annotations; | ||
using PlayerRoles; | ||
using PlayerRoles.PlayableScps.Scp106; | ||
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namespace SpectatorDisabler.Patches | ||
{ | ||
[HarmonyPatch(typeof(Scp106PocketItemManager), nameof(Scp106PocketItemManager.GetRandomValidSpawnPosition))] | ||
internal static class PocketItemManagerPatch | ||
{ | ||
/// <summary> | ||
/// This transpiler replaces the following code: | ||
/// <code> | ||
/// if (allHub.roleManager.CurrentRole is IFpcRole currentRole) | ||
/// { | ||
/// // get position to spawn item | ||
/// } | ||
/// </code> | ||
/// With this one: | ||
/// <code> | ||
/// if (allHub.roleManager.CurrentRole is IFpcRole currentRole | ||
/// && allHub.roleManager.CurrentRole.RoleTypeId != RoleTypeId.Tutorial) | ||
/// { | ||
/// // get position to spawn item | ||
/// } | ||
/// </code> | ||
/// </summary> | ||
/// <param name="instructions"> | ||
/// The <see cref="CodeInstruction" />s of the original | ||
/// <see cref="Scp106PocketItemManager.GetRandomValidSpawnPosition" /> method. | ||
/// </param> | ||
/// <returns> | ||
/// The new patched <see cref="CodeInstruction" />s of the <see cref="Scp106PocketItemManager.GetRandomValidSpawnPosition" /> | ||
/// method. | ||
/// </returns> | ||
[UsedImplicitly] | ||
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) | ||
{ | ||
var newInstructions = ListPool<CodeInstruction>.Pool.Get(instructions); | ||
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for (var i = 0; i < newInstructions.Count; i++) | ||
{ | ||
if (newInstructions[i].opcode == OpCodes.Isinst | ||
&& newInstructions[i - 1].opcode == OpCodes.Callvirt | ||
&& newInstructions[i - 2].opcode == OpCodes.Ldfld | ||
&& newInstructions[i - 3].opcode == OpCodes.Call) | ||
{ | ||
// duplicate value of roleManager.CurrentRole on stack to use later | ||
yield return new CodeInstruction(OpCodes.Dup); | ||
} | ||
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if (newInstructions[i].opcode == OpCodes.Ldloc_3 | ||
&& newInstructions[i - 1].opcode == OpCodes.Brfalse_S | ||
&& newInstructions[i - 2].opcode == OpCodes.Ldloc_3 | ||
&& newInstructions[i - 3].opcode == OpCodes.Stloc_3) | ||
{ | ||
// add check for tutorial | ||
yield return new CodeInstruction(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(PlayerRoleBase), nameof(PlayerRoleBase.RoleTypeId))); | ||
yield return new CodeInstruction(OpCodes.Ldc_I4_S, 14); // RoleTypeId.Tutorial | ||
yield return new CodeInstruction(OpCodes.Ceq); // currentRole.RoleTypeId == RoleTypeId.Tutorial | ||
yield return new CodeInstruction(OpCodes.Brtrue_S, newInstructions[i - 1].operand); // continue | ||
} | ||
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yield return newInstructions[i]; | ||
} | ||
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ListPool<CodeInstruction>.Pool.Return(newInstructions); | ||
} | ||
} | ||
} |
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