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Format Weapons
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CobwebAPI/API/Weapons.cs

Lines changed: 16 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -7,11 +7,11 @@ namespace CobwebAPI.API;
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public class Weapons
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{
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[HarmonyPatch(typeof(WeaponManager))]
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public class WeaponManagerPatch
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{
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public static Weapon? EquippedWeapon { get; internal set; }
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[HarmonyPatch("EquipWeapon")]
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[HarmonyPostfix]
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internal static void EquipWeaponPostfix(ref Weapon weapon)
@@ -22,6 +22,7 @@ internal static void EquipWeaponPostfix(ref Weapon weapon)
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weapon = EquippedWeapon;
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}
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}
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[HarmonyPatch("EquipWeapon")]
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[HarmonyPrefix]
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internal static void EquipWeaponPrefix(ref Weapon weapon)
@@ -31,22 +32,26 @@ internal static void EquipWeaponPrefix(ref Weapon weapon)
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weapon = EquippedWeapon;
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}
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}
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[HarmonyPatch("UnEquipWeapon")]
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[HarmonyPostfix]
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internal static void UnEquipWeaponPostfix()
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{
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EquippedWeapon = null;
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}
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}
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public static Weapon? GetEquippedWeapon()
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{
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return WeaponManagerPatch.EquippedWeapon;
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}
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// * To be done
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// * To be done
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public static void SetEquippedWeapon(Weapon weapon)
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{
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WeaponManagerPatch.EquippedWeapon = weapon;
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}
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// Add weapon
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public static Weapon CreateWeapon(int ammo, List<Weapon.WeaponType> weaponType, string label)
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{
@@ -61,10 +66,10 @@ public static Weapon CreateWeapon(int ammo, List<Weapon.WeaponType> weaponType,
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return weapon;
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}
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//* To be done
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private List<SpawnableWeapon> getVersusWeapons()
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//* To be done
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private List<SpawnableWeapon> getVersusWeapons()
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{
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bool flag = GameSettings.Instance == null;
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List<SpawnableWeapon> result;
@@ -77,14 +82,16 @@ private List<SpawnableWeapon> getVersusWeapons()
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List<SpawnableWeapon> list = GameSettings.Instance.AvailableVersusWeapons();
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result = list;
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}
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return result;
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}
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private void spawnWeapon(int selectedWeapon)
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{
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GameObject gameObject = GameObject.FindGameObjectWithTag("PlayerRigidbody");
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Vector2 a = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y);
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bool flag = !Physics2D.Raycast(a + new Vector2(0f, 10f), gameObject.transform.up, 0.1f, GameController.instance.worldLayers);
93+
bool flag = !Physics2D.Raycast(a + new Vector2(0f, 10f), gameObject.transform.up, 0.1f,
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GameController.instance.worldLayers);
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bool flag2 = flag;
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if (flag2)
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{
@@ -93,4 +100,4 @@ private void spawnWeapon(int selectedWeapon)
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gameObject.transform.rotation);
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}
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}
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}
103+
}

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