Slightly better state management
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1 changed files with 6 additions and 4 deletions
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@ -61,14 +61,16 @@ namespace SRMultiplayer.Patches
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[HarmonyPatch("Update")]
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class FIX_FPInput_Pause
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{
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private static bool prevAllowInput = false;
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private static bool initialAllowInput = false;
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static void Prefix(vp_FPInput __instance)
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{
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prevAllowInput = __instance.m_AllowGameplayInput;
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if (Globals.IsMultiplayer && Globals.PauseState == PauseState.Pause)
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{
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// Disable input so that we don't move when "paused"
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// Save the initial state of the input
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initialAllowInput = __instance.m_AllowGameplayInput;
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// Disable input so that we don't move when "paused"
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__instance.m_AllowGameplayInput = false;
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}
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}
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@ -79,7 +81,7 @@ namespace SRMultiplayer.Patches
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{
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// Restore any initial value after we've blocked the input
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// since I have no idea if it should have been initially disabled
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__instance.m_AllowGameplayInput = prevAllowInput;
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__instance.m_AllowGameplayInput = initialAllowInput;
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}
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}
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}
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