Revert changes to InvulnerabilityHandler

This commit is contained in:
xen-42 2025-02-10 10:09:02 -05:00
parent 90cf5880ed
commit d1c8d132ae
2 changed files with 24 additions and 19 deletions

View File

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

View File

@ -1,19 +0,0 @@
using HarmonyLib;
namespace NewHorizons.Patches
{
[HarmonyPatch]
public static class InvincibilityPatches
{
[HarmonyPrefix]
[HarmonyPatch(typeof(DeathManager), nameof(DeathManager.KillPlayer))]
[HarmonyPatch(typeof(PlayerResources), nameof(PlayerResources.ApplyInstantDamage))]
[HarmonyPatch(typeof(PlayerImpactAudio), nameof(PlayerImpactAudio.OnImpact))]
public static bool DeathManager_KillPlayer_Prefix()
{
// Base game _invincible is still overriden by high speed impacts
// We also are avoiding playing impact related effects by just skipping these methods
return !(Locator.GetDeathManager()?._invincible ?? false);
}
}
}