Исправляет первый баг-репорт мода на Nexus (youkia96581, 11.09.2026): "Items stored in the space bracelet will disappear after leaving the game and going online again". Причина была записана в коде как нерешённая: PlayerVaults - обычный статический Dictionary, save/load не существовало. ХРАНИЛИЩЕ ТЕПЕРЬ ЖИВЁТ В PlayerDataFile, рядом с рюкзаком игрока. Так решено после вопроса пользователя "почему не сделать принцип как у ящика?": ящик хранит вещи тем, что они лежат в чанке (у TileEntity единственный конструктор TileEntity(Chunk)), а браслету нужен был дом в чём-то, что движок и так сохраняет. Четыре постфикса - FromPlayer/Write/Read/ToPlayer, блоб с магией "NECROVLT" и явной длиной дописывается после всего ванильного. Байтовая часть - в сателлитной сборке: PooledBinaryWriter.Write не резолвится из основного проекта (CS7069), как и у PyramidWardWriteHelper. Два дефекта, найденные и убитые по дороге живыми тестами: 1. ModEvents.WorldShuttingDown приходит ПЕРЕД финальным сохранением игрока (GameManager.SaveAndCleanupWorld: событие на IL_0026, SaveLocalPlayerData на IL_00c4). Обработчик, чистивший там кэш, затирал хранилище на каждом корректном выходе. Обработчик убран; свежесть решает авторитетность ToPlayer, а не таймер. 2. Пустой сессионный кэш трактовался как "хранилища нет" и записывался поверх настоящего. Путь восстановления имеет право не сработать, удалять он права не имеет - добавлена страховка LastLoadedVault. Проверено в игре: положил -> вышел -> запустил заново -> вещи на месте, блоб на 54 байта сверен в .ttp побайтово. ТОРГОВЦЫ (npcTraderJoel/Rekt/Bob/Hugh/Jen) - чёрно-белые. Шейдер НЕ подменяется: материал клонируется со своим шейдером, меняется только текстура альбедо на обесцвеченную копию, так что свет, нормали и скиннинг остаются движковыми. Альбедо ищется обходом свойств шейдера, а не по имени: тело - Game/Character/_Albedo, волосы - Game/Autodesk/_MainTex. Плюс 1% прозрачности с сохранением _ZWrite. Опрос раз в 2 с, потому что торговцы стримятся на подходе, а Джен собирается в рантайме. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FEXvXg1FSAQJHrvYbeAKqq
190 lines
10 KiB
C#
190 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using HarmonyLib;
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using UnityEngine;
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namespace NecromancerTome
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{
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/// <summary>
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/// "Пространственный браслет" (Spatial Bracelet) - dictated 2026-08-30, implemented same
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/// day. See items.xml (braceletSpatialVault) for the item - both Action0 and Action1 use
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/// Class="Eat" purely as a click-catcher (same trick as every other Harmony-driven item this
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/// mod already has), distinguished here by ItemActionData.indexInEntityOfAction (0/1), the
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/// same field SummonPatch.cs already uses to tell a summon book's summon-click from its
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/// recall-click.
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///
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/// POWER ATTACK (index 1) - personal storage, size scaling with Necromancy skill level:
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/// - XUiC_BagStorageWindowGroup.Open(xui, entity, bag, lootContainer, title, ...) is the
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/// REAL API EntityDrone.openStorageWindow() itself calls to show the drone's own cargo
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/// window (decompiled EntityDrone directly to find this, not guessed) - reused directly
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/// rather than reinventing a storage UI. LootContainer.GetLootContainer("roboticDrone")
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/// is the same display/behavior template the drone's own window uses too - "как у дрона"
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/// taken literally, not just as a vague size comparison.
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/// - Slot count = Mathf.RoundToInt(necromancyLevel / 10f), per the user's own exact formula
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/// ("1*скилл_некроманта/10 округлённый до целого") - read live from
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/// player.Progression.GetProgressionValue("craftingNecroNecromancy").Level (decompiled
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/// EntityAlive/Progression/ProgressionValue directly to confirm this exact call shape,
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/// not guessed) - the SAME skill the Knife's own damage already scales with (capped at
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/// level 5000, one level per zombie kill - see buffs.xml/progression.xml), so this grows
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/// at the same pace as every other kill-count-tied payoff in this mod. Below level 10
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/// this rounds to 0 - deliberately left as-is, not special-cased away, matching the
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/// Knife's own "0 at 0 kills is a feature, not a bug" precedent - a tooltip explains it
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/// instead of silently opening a useless empty window.
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/// - PERSISTENCE - solved 2026-09-13, see SpatialVaultPersistence.cs. It was NOT solved
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/// when this item shipped, and that shortfall is exactly what became the mod's first
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/// Nexus bug report (youkia96581, 11 Sep 2026: "Items stored in the space bracelet will
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/// disappear after leaving the game and going online again"). PlayerVaults below is still
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/// the in-memory, entityId-keyed Dictionary it always was, but it is now only the session
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/// cache: the durable copy is written into the player's own PlayerDataFile, alongside the
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/// backpack, by four postfixes on FromPlayer/ToPlayer/Write/Read. Read that file's comment
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/// for why there ("почему не сделать принцип как у ящика?" - because a chest's items live
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/// in a chunk, and the bracelet's closest equivalent home is its owner's save data).
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///
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/// REGULAR ATTACK (index 0) - knock back + slow whatever zombie the crosshair is aimed at:
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/// - Same raycast mechanism HarmonySrc/ThiefLoopPatch.cs already established for
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/// braceletThiefLoop (GetLookRay + Physics.Raycast + RootTransformRefEntity.
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/// FindEntityUpwards) - reused verbatim, just resolving to EntityZombie instead of
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/// EntityLootContainer.
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/// - Slow: zombie.Buffs.AddBuff("buffInjurySlow") - the exact same vanilla debuff already
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/// reused elsewhere in this mod (the Dog's own bite, necroMeleeHandZombieDog).
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/// - Knockback: DELIBERATELY a straight Entity.SetPosition "shove" (same API
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/// PetFollowPatch.cs already uses to reposition pets), NOT a physics/ragdoll impulse.
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/// Found real candidates for "proper" knockback while researching this
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/// (EntityAlive.DoRagdoll(in DamageResponse), DamageResponse.ImpulseScale/HitDirection),
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/// but fully reverse-engineering how a real DamageResponse gets built and fed into that
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/// during normal combat - all its other fields (Source, Strength, Stun, ArmorSlot, etc.)
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/// - would have taken real additional decompilation with no guarantee of getting all the
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/// coordinate/enum conventions right on the first try. A direct position shove is cruder
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/// (no animation, the zombie just appears further away) but uses an API this exact file's
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/// own family already relies on successfully - chosen for certainty over polish. Revisit
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/// with DoRagdoll if the teleport-shove feels too crude in testing.
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/// </summary>
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[HarmonyPatch(typeof(ItemActionEat), "ExecuteAction")]
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public static class Patch_ItemActionEat_ExecuteAction_SpatialVault
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{
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public const string ItemName = "braceletSpatialVault";
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public const string NecromancySkillName = "craftingNecroNecromancy";
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public const float MaxRange = 50f;
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public const float ShoveDistance = 6f;
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/// <summary>Session cache only - the durable copy lives on disk, see
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/// SpatialVaultPersistence.cs. Cleared on WorldShuttingDown so a different save loaded
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/// afterwards cannot inherit this world's vault through a recycled entityId.</summary>
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public static readonly Dictionary<int, Bag> PlayerVaults = new Dictionary<int, Bag>();
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public static bool Prefix(ItemActionData _actionData, bool _bReleased)
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{
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if (!_bReleased)
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{
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return true;
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}
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string itemName = _actionData?.invData?.itemValue?.ItemClass?.Name;
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if (itemName != ItemName)
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{
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return true;
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}
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if (!(_actionData.invData.holdingEntity is EntityPlayerLocal player))
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{
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return true;
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}
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if (_actionData.indexInEntityOfAction == 1)
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{
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OpenVault(player);
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}
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// else: regular attack (index 0) deliberately does nothing, per direct user request
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// 2026-08-30 ("пусть тогда обычная атака у пространственного браслета не делает
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// ничего") after the knockback+slow version didn't visibly do anything in testing -
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// rather than debug ShoveZombieAtCrosshair blind (kept below, unused, in case this
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// gets revisited), just absorb the click silently.
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// Skip ItemActionEat's own logic entirely - the click has been fully handled here.
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return false;
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}
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public static void OpenVault(EntityPlayerLocal player)
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{
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ProgressionValue progressionValue = player.Progression?.GetProgressionValue(NecromancySkillName);
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int level = progressionValue != null ? progressionValue.Level : 0;
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int slotCount = Mathf.RoundToInt(level / 10f);
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if (slotCount <= 0)
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{
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GameManager.ShowTooltip(player, "braceletSpatialVaultTooWeak");
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return;
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}
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if (!PlayerVaults.TryGetValue(player.entityId, out Bag bag))
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{
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// Normally a restored vault is already here - the ToPlayer postfix puts it in
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// when the game applies the save file to the spawning player. LastLoadedVault is
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// the safety net for when that chain does not complete: opening the bracelet must
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// never be what silently starts an empty vault over a saved one. Only then is a
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// genuinely new bag created.
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bag = SpatialVaultPersistence.LastLoadedVault ?? new Bag(slotCount);
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if (bag == SpatialVaultPersistence.LastLoadedVault)
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{
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Debug.Log("[NecromancerTome] SpatialVaultPatch: session cache was empty, adopted the last loaded vault (" +
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bag.SlotCount + " slots, " + bag.GetUsedSlotCount() + " used)");
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}
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PlayerVaults[player.entityId] = bag;
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}
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else if (bag.SlotCount < slotCount)
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{
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// Grow, never shrink - the skill level only ever goes up, so this only ever
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// copies existing stacks into a bigger array, same shape
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// EntityLootContainer.SetContent itself uses when it needs to resize a bag.
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ItemStack[] oldSlots = bag.GetSlots();
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ItemStack[] newSlots = ItemStack.CreateArray(slotCount);
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Array.Copy(oldSlots, newSlots, oldSlots.Length);
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bag.SetSlots(newSlots);
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}
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Debug.Log("[NecromancerTome] SpatialVaultPatch: owner=" + player.entityId + " opened vault, " + slotCount + " slots (Necromancy level " + level + ")");
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LocalPlayerUI playerUI = LocalPlayerUI.GetUIForPlayer(player);
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// The trailing callbacks are vanilla's own optional parameters (_onModified, _onClose).
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// _onModified is not needed: the vault lives in PlayerVaults, and PlayerDataFile's
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// FromPlayer postfix reads it fresh every time the game saves the player, so there is
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// nothing to flush per item move. _onClose asks for a player-data save right away, so
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// closing the window is a commit point rather than waiting for the next autosave -
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// SaveLocalPlayerData is the game's own routine call and no-ops when saving is not
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// active (which is the correct behaviour on a client, where the server owns the file).
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XUiC_BagStorageWindowGroup.Open(
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playerUI.xui,
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player,
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bag,
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LootContainer.GetLootContainer("roboticDrone"),
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Localization.Get("braceletSpatialVaultWindowTitle"),
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null,
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() => GameManager.Instance.SaveLocalPlayerData());
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}
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public static void ShoveZombieAtCrosshair(EntityPlayerLocal player)
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{
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Ray ray = player.GetLookRay();
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if (!Physics.Raycast(ray, out RaycastHit hit, MaxRange))
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{
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GameManager.ShowTooltip(player, "braceletSpatialVaultNoTarget");
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return;
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}
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Transform entityTransform = RootTransformRefEntity.FindEntityUpwards(hit.collider.transform);
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Entity entity = entityTransform != null ? entityTransform.GetComponent<Entity>() : null;
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if (!(entity is EntityZombie zombie) || zombie.IsDead())
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{
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GameManager.ShowTooltip(player, "braceletSpatialVaultNoTarget");
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return;
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}
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zombie.Buffs?.AddBuff("buffInjurySlow");
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Vector3 shoveDir = zombie.position - player.position;
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shoveDir.y = 0f;
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shoveDir = shoveDir.sqrMagnitude > 0.01f ? shoveDir.normalized : player.transform.forward;
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Vector3 destination = zombie.position + shoveDir * ShoveDistance + Vector3.up * 1f;
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zombie.SetPosition(destination, true);
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player.PlayOneShot("swoosh");
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Debug.Log("[NecromancerTome] SpatialVaultPatch: owner=" + player.entityId + " shoved zombie " + zombie.entityId);
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}
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}
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}
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