diff --git a/NewHorizons/Handlers/HeldItemHandler.cs b/NewHorizons/Handlers/HeldItemHandler.cs
new file mode 100644
index 00000000..88240a7c
--- /dev/null
+++ b/NewHorizons/Handlers/HeldItemHandler.cs
@@ -0,0 +1,170 @@
+using HarmonyLib;
+using NewHorizons.Builder.Props;
+using NewHorizons.External.Modules.Props;
+using NewHorizons.Utility;
+using NewHorizons.Utility.OWML;
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+namespace NewHorizons.Handlers;
+
+[HarmonyPatch]
+public static class HeldItemHandler
+{
+ ///
+ /// Dictionary of system name to item path
+ /// If we travel to multiple systems within a single loop, this will hold the items we move between systems
+ ///
+ private static Dictionary _pathOfItemTakenFromSystem = new();
+
+ private static GameObject _currentlyHeldItem;
+
+ ///
+ /// Track the path of any item we ever pick up, in case we take it out of the system
+ ///
+ private static Dictionary _trackedPaths = new();
+
+ private static bool _isInitialized = false;
+ private static bool _isSystemReady = false;
+
+ ///
+ /// We keep our own reference to this because when Unload gets called it might have already been updated
+ ///
+ private static string _currentStarSystem;
+
+ [HarmonyPrefix, HarmonyPatch(typeof(ItemTool), nameof(ItemTool.Awake))]
+ private static void Init()
+ {
+ _trackedPaths.Clear();
+
+ _currentStarSystem = Main.Instance.CurrentStarSystem;
+
+ if (!_isInitialized)
+ {
+ _isInitialized = true;
+ Main.Instance.StarSystemChanging += OnStarSystemChanging;
+ Main.Instance.OnStarSystemLoaded.AddListener(OnSystemReady);
+ GlobalMessenger.AddListener("PlayerDeath", OnPlayerDeath);
+ }
+ }
+
+ private static void OnPlayerDeath(DeathType _)
+ {
+ NHLogger.Log("Player died, resetting held items");
+
+ // Destroy everything
+ _pathOfItemTakenFromSystem.Clear();
+ GameObject.Destroy(_currentlyHeldItem);
+ }
+
+ private static GameObject MakePerfectCopy(GameObject go)
+ {
+ //go.SetActive(false);
+
+ var owItem = go.GetComponent();
+
+ var tempParent = new GameObject();
+ tempParent.transform.position = new Vector3(100000, 0, 0);
+ var newObject = DetailBuilder.Make(tempParent, tempParent.AddComponent(), null, go, new DetailInfo() { keepLoaded = true });
+ newObject.SetActive(false);
+ newObject.transform.parent = null;
+ newObject.name = go.name;
+
+ var newOWItem = newObject.GetComponent();
+
+ NHLogger.Log($"Cloned {go.name}, original item has component: [{owItem != null}] new item has component: [{newOWItem != null}]");
+
+ return newObject;
+ }
+
+ private static void OnStarSystemChanging()
+ {
+ if (_currentlyHeldItem != null)
+ {
+ // Track it so that when we return to this system we can delete the original
+ if (_trackedPaths.TryGetValue(_currentlyHeldItem, out var path))
+ {
+ _pathOfItemTakenFromSystem[Main.Instance.CurrentStarSystem] = path;
+ }
+
+ NHLogger.Log($"Scene unloaded, preserved inactive held item {_currentlyHeldItem.name}");
+ // For some reason, the original will get destroyed no matter what do we make a copy
+ _currentlyHeldItem = MakePerfectCopy(_currentlyHeldItem).DontDestroyOnLoad();
+ }
+
+ _trackedPaths.Clear();
+ _isSystemReady = false;
+ }
+
+ private static void OnSystemReady(string _)
+ {
+ // If something was taken from this system during this life, remove it
+ if (_pathOfItemTakenFromSystem.TryGetValue(Main.Instance.CurrentStarSystem, out var path))
+ {
+ NHLogger.Log($"Removing item that was taken from this system at {path}");
+ var item = SearchUtilities.Find(path)?.GetComponent();
+ // Make sure to update the socket it might be in so that it works
+ if (item.GetComponentInParent() is OWItemSocket socket)
+ {
+ socket.RemoveFromSocket();
+ }
+ GameObject.Destroy(item.gameObject);
+ }
+
+ // Give whatever item we were previously holding
+ if (_currentlyHeldItem != null)
+ {
+ NHLogger.Log($"Giving player held item {_currentlyHeldItem.name}");
+ // Else its spawning the item inside the player and for that one frame it kills you
+ var newObject = MakePerfectCopy(_currentlyHeldItem);
+
+ // We wait a bit because at some point after not something resets your held item to nothing
+ Delay.FireInNUpdates(() =>
+ {
+ try
+ {
+ Locator.GetToolModeSwapper().GetItemCarryTool().PickUpItemInstantly(newObject.GetComponent());
+ // For some reason picking something up messes up the input mode
+ if (PlayerState.AtFlightConsole())
+ {
+ Locator.GetToolModeSwapper().UnequipTool();
+ Locator.GetToolModeSwapper().OnEnterFlightConsole(Locator.GetShipBody());
+ }
+ newObject.SetActive(true);
+ }
+ catch(Exception e)
+ {
+ NHLogger.LogError($"Failed to take item {newObject.name} to a new system: {e}");
+ GameObject.Destroy(_currentlyHeldItem);
+ _currentlyHeldItem = null;
+ }
+
+ }, 5);
+ }
+
+ _isSystemReady = true;
+ }
+
+ [HarmonyPrefix, HarmonyPatch(typeof(ItemTool), nameof(ItemTool.MoveItemToCarrySocket))]
+ private static void HeldItemChanged(ItemTool __instance, OWItem item)
+ {
+ if (!_isSystemReady)
+ {
+ return;
+ }
+
+ if (item != null)
+ {
+ var path = item.transform.GetPath();
+ if (!_trackedPaths.ContainsKey(item.gameObject))
+ {
+ _trackedPaths[item.gameObject] = path;
+ }
+ }
+
+ NHLogger.Log($"Player is now holding {item?.name ?? "nothing"}");
+ _currentlyHeldItem = item?.gameObject;
+ }
+}
diff --git a/NewHorizons/Main.cs b/NewHorizons/Main.cs
index 7b540e69..200d9fdd 100644
--- a/NewHorizons/Main.cs
+++ b/NewHorizons/Main.cs
@@ -58,7 +58,7 @@ namespace NewHorizons
public static float SecondsElapsedInLoop = -1;
- public static bool IsSystemReady { get; private set; }
+ public static bool IsSystemReady { get; private set; }
public string DefaultStarSystem => SystemDict.ContainsKey(DefaultSystemOverride) ? DefaultSystemOverride : _defaultStarSystem;
public string CurrentStarSystem
@@ -949,6 +949,7 @@ namespace NewHorizons
#endregion Load
#region Change star system
+ public Action StarSystemChanging { get; set; }
public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false, bool vessel = false)
{
// If we're just on the title screen set the system for later
@@ -977,6 +978,8 @@ namespace NewHorizons
if (LoadManager.GetCurrentScene() == OWScene.SolarSystem || LoadManager.GetCurrentScene() == OWScene.EyeOfTheUniverse)
{
+ StarSystemChanging?.Invoke();
+
IsWarpingFromShip = warp;
IsWarpingFromVessel = vessel;
DidWarpFromVessel = false;