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Revert changes to InvulnerabilityHandler
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@ -1,14 +1,21 @@
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using HarmonyLib;
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using NewHorizons.Utility.OWML;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace NewHorizons.Handlers
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{
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[HarmonyPatch]
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internal class InvulnerabilityHandler
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{
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private static bool _invulnerableOverride;
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public static void MakeInvulnerable(bool invulnerable)
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{
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NHLogger.Log($"Toggling immortality: {invulnerable}");
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// We're setting our own override because we want to ensure that no other mod that can set _invincible can break this for us
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_invulnerableOverride = invulnerable;
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var deathManager = GetDeathManager();
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var resources = GetPlayerResouces();
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@ -23,7 +30,24 @@ namespace NewHorizons.Handlers
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(DeathManager), nameof(DeathManager.KillPlayer))]
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[HarmonyPatch(typeof(PlayerResources), nameof(PlayerResources.ApplyInstantDamage))]
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[HarmonyPatch(typeof(PlayerImpactAudio), nameof(PlayerImpactAudio.OnImpact))]
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public static bool DeathManager_KillPlayer_Prefix()
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{
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// Base game _invincible is still overriden by high speed impacts
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// We also are avoiding playing impact related effects by just skipping these methods
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return !_invulnerableOverride;
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}
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private static DeathManager GetDeathManager() => GameObject.FindObjectOfType<DeathManager>();
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private static PlayerResources GetPlayerResouces() => GameObject.FindObjectOfType<PlayerResources>();
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static InvulnerabilityHandler()
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{
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// If the scene unloads when _invulnerableOverride is on it might not get turned off
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SceneManager.sceneUnloaded += (_) => _invulnerableOverride = false;
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}
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}
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}
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@ -1,19 +0,0 @@
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using HarmonyLib;
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namespace NewHorizons.Patches
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{
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[HarmonyPatch]
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public static class InvincibilityPatches
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{
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[HarmonyPrefix]
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[HarmonyPatch(typeof(DeathManager), nameof(DeathManager.KillPlayer))]
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[HarmonyPatch(typeof(PlayerResources), nameof(PlayerResources.ApplyInstantDamage))]
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[HarmonyPatch(typeof(PlayerImpactAudio), nameof(PlayerImpactAudio.OnImpact))]
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public static bool DeathManager_KillPlayer_Prefix()
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{
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// Base game _invincible is still overriden by high speed impacts
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// We also are avoiding playing impact related effects by just skipping these methods
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return !(Locator.GetDeathManager()?._invincible ?? false);
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}
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}
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}
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