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Just check player state
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@ -5,8 +5,6 @@ namespace NewHorizons.Patches.ToolPatches
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[HarmonyPatch(typeof(ToolModeSwapper))]
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[HarmonyPatch(typeof(ToolModeSwapper))]
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public static class ToolModeSwapperPatches
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public static class ToolModeSwapperPatches
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{
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{
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private static ShipCockpitController _shipCockpitController;
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// Patches ToolModeSwapper.EquipToolMode(ToolMode mode) to deny swaps if you're holding a vision torch.
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// Patches ToolModeSwapper.EquipToolMode(ToolMode mode) to deny swaps if you're holding a vision torch.
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// This is critical for preventing swapping to the scout launcher (causes memory slides to fail) but it
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// This is critical for preventing swapping to the scout launcher (causes memory slides to fail) but it
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// just doesn't look right when you switch to other stuff (eg the signalscope), so I'm disabling swapping tools entirely
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// just doesn't look right when you switch to other stuff (eg the signalscope), so I'm disabling swapping tools entirely
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@ -23,11 +21,8 @@ namespace NewHorizons.Patches.ToolPatches
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mode == ToolMode.Probe ||
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mode == ToolMode.Probe ||
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mode == ToolMode.SignalScope ||
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mode == ToolMode.SignalScope ||
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mode == ToolMode.Translator;
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mode == ToolMode.Translator;
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if (_shipCockpitController == null)
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_shipCockpitController = UnityEngine.Object.FindObjectOfType<ShipCockpitController>();
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var isInShip = _shipCockpitController != null ? _shipCockpitController._playerAtFlightConsole : false;
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if (!isInShip && isHoldingVisionTorch && swappingToRestrictedTool) return false;
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if (!PlayerState.AtFlightConsole() && isHoldingVisionTorch && swappingToRestrictedTool) return false;
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return true;
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return true;
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}
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}
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