- Added proper Nightrunner/Fury Mode effects when Nightrunner Mode is enabled (Player)

This commit is contained in:
EricPlayZ
2025-02-02 04:04:58 +02:00
parent ee667276cf
commit b50c3c4756
6 changed files with 15 additions and 13 deletions

View File

@ -29,12 +29,10 @@
<ClCompile Include="src\Engine\CoPhysicsProperty.cpp" />
<ClCompile Include="src\Engine\IBaseCamera.cpp" />
<ClCompile Include="src\Engine\IControlObject.cpp" />
<ClCompile Include="src\Engine\IGSObject.cpp" />
<ClCompile Include="src\Engine\IPhysicsCharacter.cpp" />
<ClCompile Include="src\Engine\RendererCVars.cpp" />
<ClCompile Include="src\Engine\CVideoSettings.cpp" />
<ClCompile Include="src\Engine\Engine_Misc.cpp" />
<ClCompile Include="src\GamePH\CameraFPPDI.cpp" />
<ClCompile Include="src\GamePH\CoPlayerRestrictions.cpp" />
<ClCompile Include="src\GamePH\DayNightCycle.cpp" />
<ClCompile Include="src\GamePH\FreeCamera.cpp" />
@ -48,7 +46,6 @@
<ClCompile Include="src\GamePH\LocalClientDI.cpp" />
<ClCompile Include="src\GamePH\LogicalPlayer.cpp" />
<ClCompile Include="src\GamePH\PlayerDI_PH.cpp" />
<ClCompile Include="src\GamePH\PlayerFppVis_PH.cpp" />
<ClCompile Include="src\GamePH\PlayerHealthModule.cpp" />
<ClCompile Include="src\GamePH\PlayerInfectionModule.cpp" />
<ClCompile Include="src\GamePH\PlayerState.cpp" />

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@ -163,15 +163,6 @@
<ClCompile Include="src\Engine\IControlObject.cpp">
<Filter>src\Engine</Filter>
</ClCompile>
<ClCompile Include="src\Engine\IGSObject.cpp">
<Filter>src\Engine</Filter>
</ClCompile>
<ClCompile Include="src\GamePH\CameraFPPDI.cpp">
<Filter>src\GamePH</Filter>
</ClCompile>
<ClCompile Include="src\GamePH\PlayerFppVis_PH.cpp">
<Filter>src\GamePH</Filter>
</ClCompile>
<ClCompile Include="src\Vec2.cpp">
<Filter>src</Filter>
</ClCompile>

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@ -5,7 +5,6 @@
#include <EGSDK\Engine\IControlObject.h>
#include <EGSDK\GamePH\InventoryItem.h>
#include <EGSDK\GamePH\InventoryContainerDI.h>
#include <EGSDK\GamePH\PlayerFppVis_PH.h>
namespace EGSDK::Engine {
class CoPhysicsProperty;

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@ -11,6 +11,7 @@ namespace EGSDK::GamePH {
ClassHelpers::StaticBuffer<0x8, PlayerDI_PH*> pPlayerDI_PH;
ClassHelpers::StaticBuffer<0x20, float> maxImmunity;
ClassHelpers::StaticBuffer<0x2C, float> immunity;
ClassHelpers::StaticBuffer<0x98, float> nightrunnerTimer;
};
~PlayerInfectionModule();

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@ -159,6 +159,7 @@ I have some things planned for the next updates, but time will decide when I'll
- Added compatibility with v1.12.0 (including E3 Definitive Mod support!)
- Added EGameSDK.dll as a dependency library for EGameTools (EGameSDK coming soon TM :] I hope some of you developers are looking forward to it!)
- Added automatic savegame backups to "%localappdata%\EGameSDK\SavegameBackups" using Steamworks API for Steam; also supports the Epic Games version
- Added proper Nightrunner/Fury Mode effects when Nightrunner Mode is enabled (Player)
- Added "Camera Offset" sliders for camera position (Camera)
- Added "Zoom In" with default key set to Q (Camera); this is similar to the zoom-in feature from Cyberpunk 2077
- Added separate FOV sliders for each type of camera (Camera)

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@ -430,6 +430,19 @@ namespace EGT::Menu {
if (!playerInfectionModule)
return;
static float previousNightrunnerTimer = playerInfectionModule->nightrunnerTimer;
if (nightrunnerMode.GetValue()) {
if (nightrunnerMode.HasChanged()) {
previousNightrunnerTimer = playerInfectionModule->nightrunnerTimer;
nightrunnerMode.SetPrevValue(true);
}
playerInfectionModule->nightrunnerTimer = FLT_MAX;
}
else if (nightrunnerMode.HasChanged()) {
playerInfectionModule->nightrunnerTimer = previousNightrunnerTimer;
nightrunnerMode.SetPrevValue(false);
}
playerMaxImmunity = playerInfectionModule->maxImmunity * 100.0f;
if (menuToggle.GetValue())