More robust unlocking and scanning
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parent
8580189282
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2 changed files with 19 additions and 4 deletions
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@ -1,5 +1,4 @@
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using HarmonyLib;
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using System;
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using UnityEngine.SceneManagement;
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namespace ConsoleUnlocker
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@ -1,16 +1,32 @@
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using HarmonyLib;
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using System;
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using MIU;
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using System.Reflection;
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namespace ConsoleUnlocker.Patches
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{
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/*
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* Emit "DevModeActivated" signal to enable the console, and do some other setup.
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*/
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[HarmonyPatch(typeof(PlatformSetup), "GetDevIDs")]
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internal class PlatformSetupPatches
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{
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static void Postfix()
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{
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GlobalContext.Invoke<DevModeActivated>(Array.Empty<object>());
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MIU.Console.Instance.gameObject.SetActive(true);
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if (!PlatformSetup.HasDevAccess(DevUser.IsDev))
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{
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// If someone is already a dev, don't emit this twice just in case
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GlobalContext.Invoke<DevModeActivated>(Array.Empty<object>());
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}
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if (!PlatformSetup.HasDevAccess(DevUser.CommandlineAccess) || !PlatformSetup.HasDevAccess(DevUser.IsDev))
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{
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// If a dev already has console access... why are they using the mod lol
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MIU.Console.Instance.gameObject.SetActive(true);
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}
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// It seems it doesn't scan on first console open, but waits for you to type something. Just scan now so all
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// commands are available right away
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MethodInfo scanMethod = typeof(MIU.Console).GetMethod("CheckInitializeVarsAndCommands", BindingFlags.Instance | BindingFlags.NonPublic);
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scanMethod.Invoke(MIU.Console.Instance, null);
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}
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}
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}
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