mirror of
https://gitgud.io/c0ffeeeeeeee/rimworld-animations.git
synced 2024-08-15 00:43:45 +00:00
88 lines
3 KiB
C#
88 lines
3 KiB
C#
/*
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using HarmonyLib;
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using rjw;
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using Verse;
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using RimWorld;
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using System.Reflection.Emit;
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using System.Reflection;
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using UnityEngine;
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namespace Rimworld_Animations {
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[StaticConstructorOnStartup]
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public static class HarmonyPatch_CSL {
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static HarmonyPatch_CSL() {
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try {
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((Action)(() => {
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if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Children, school and learning")) {
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(new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("Children.PawnRenderer_RenderPawnInternal_Patch"), "RenderPawnInternalScaled"),
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prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_CSL), "Prefix_CSL")),
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transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_CSL), "Transpiler_CSL")));
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}
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}))();
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}
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catch (TypeLoadException ex) {
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}
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}
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public static void Prefix_CSL(PawnRenderer __instance, Pawn pawn, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible) {
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PawnGraphicSet graphics = __instance.graphics;
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CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>();
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if (!graphics.AllResolved) {
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graphics.ResolveAllGraphics();
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}
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if (bodyAnim != null && bodyAnim.isAnimating && !portrait) {
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bodyAnim.tickGraphics(graphics);
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pawn.TryGetComp<CompBodyAnimator>().animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing);
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}
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}
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public static IEnumerable<CodeInstruction> Transpiler_CSL(IEnumerable<CodeInstruction> instructions) {
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MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater");
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FieldInfo headGraphic = AccessTools.Field(typeof(PawnGraphicSet), "headGraphic");
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List<CodeInstruction> codes = instructions.ToList();
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bool forHead = true;
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for (int i = 0; i < codes.Count(); i++) {
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//Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method
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if (codes[i].OperandIs(drawMeshNowOrLater) && forHead) {
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yield return new CodeInstruction(OpCodes.Ldarg_0);
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yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn"));
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yield return new CodeInstruction(OpCodes.Ldarg_2);
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yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn), typeof(float) }));
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}
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//checking for if(graphics.headGraphic != null)
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else if (codes[i].opcode == OpCodes.Ldfld && codes[i].OperandIs(headGraphic)) {
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forHead = true;
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yield return codes[i];
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}
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//checking for if(renderbody)
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else if (codes[i].opcode == OpCodes.Ldarg_3) {
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forHead = false;
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yield return codes[i];
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}
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else {
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yield return codes[i];
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}
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}
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}
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}
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}*/
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