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54 changes: 36 additions & 18 deletions DFUVR/Plugin.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1017,33 +1017,51 @@ static void Postfix(WeaponManager __instance)
[HarmonyPatch(typeof(WeaponManager), "ToggleSheath")]
public class CorrectWeaponPatch : MonoBehaviour
{
[HarmonyPrefix]
static void Prefix(WeaponManager __instance)
[HarmonyPostfix]
internal static void Postfix(WeaponManager __instance)
{
if (Var.weaponObject != null)
Destroy(Var.weaponObject);

if (__instance.ScreenWeapon == null)
DaggerfallUnityItem rightHandItem = GameManager.Instance.PlayerEntity.ItemEquipTable.GetItem(EquipSlots.RightHand);
//DaggerfallUnityItem daggerfallUnityItem = playerEntity.ItemEquipTable.GetItem(EquipSlots.LeftHand);

if (rightHandItem == null)
{
Var.currentWeaponName = null;

Var.sheathObject.GetComponent<MeshRenderer>().enabled = true;
Hands.rHand.SetActive(true);
Hands.lHand.SetActive(true);
return;
}

Var.currentWeaponName = __instance.ScreenWeapon.SpecificWeapon?.LongName ?? "";
Var.currentWeaponName = rightHandItem.LongName ?? "";

HandObject currentHandObject = null;
if (__instance.ScreenWeapon.WeaponType != WeaponTypes.Bow && Var.handObjectsByName.ContainsKey(Var.currentWeaponName))
if (rightHandItem.GetWeaponType() != WeaponTypes.Bow && Var.handObjectsByName.ContainsKey(Var.currentWeaponName))
currentHandObject = Var.handObjectsByName[Var.currentWeaponName];
else
currentHandObject = Var.handObjects[__instance.ScreenWeapon.WeaponType];
currentHandObject = Var.handObjects[rightHandItem.GetWeaponType()];

GameObject tempObject = currentHandObject.gameObject;

Var.weaponObject = Instantiate(tempObject);
Var.weaponObject.GetComponent<Collider>().enabled = true;

// if it is unsheathing
if (__instance.Sheathed)
{
Var.weaponObject.GetComponent<Collider>().enabled = false;
Var.weaponObject.transform.SetParent(Var.sheathObject.transform);

Var.weaponObject.transform.localPosition = currentHandObject.sheatedPositionOffset;
Var.weaponObject.transform.localRotation = currentHandObject.sheatedRotationOffset;
Var.sheathObject.GetComponent<MeshRenderer>().enabled = currentHandObject.renderSheated;

Hands.rHand.SetActive(true);
Hands.lHand.SetActive(true);
}
else
{
Var.sheathObject.GetComponent<MeshRenderer>().enabled = true;

Expand All @@ -1059,18 +1077,18 @@ static void Prefix(WeaponManager __instance)
Hands.rHand.SetActive(false);
Hands.lHand.SetActive(false);
}
else
{
Var.weaponObject.GetComponent<Collider>().enabled = false;
Var.weaponObject.transform.SetParent(Var.sheathObject.transform);

Var.weaponObject.transform.localPosition = currentHandObject.sheatedPositionOffset;
Var.weaponObject.transform.localRotation = currentHandObject.sheatedRotationOffset;
Var.sheathObject.GetComponent<MeshRenderer>().enabled = currentHandObject.renderSheated;
}
}

Hands.rHand.SetActive(true);
Hands.lHand.SetActive(true);
}
[HarmonyPatch(typeof(WeaponManager), "ApplyWeapon")]
public class ApplyWeaponPatch : MonoBehaviour
{
[HarmonyPostfix]
static void Postfix(WeaponManager __instance)
{
DaggerfallUnityItem rightHandItem = GameManager.Instance.PlayerEntity.ItemEquipTable.GetItem(EquipSlots.RightHand);
if (rightHandItem == null || rightHandItem.LongName != Var.currentWeaponName)
CorrectWeaponPatch.Postfix(__instance);
}
}

Expand Down