示例#1
0
 private void AddWindedDebuff(On.RoR2.CharacterBody.orig_RemoveBuff_BuffIndex orig, CharacterBody self, BuffIndex buffType)
 {
     orig(self, buffType);
     if (buffType == SecondWindBuff.buffIndex)
     {
         self.AddTimedBuffAuthority(WindedDebuff.buffIndex, windedDebuffDuration);
     }
 }
示例#2
0
 private void AlertEnemiesUponUncloak(On.RoR2.CharacterBody.orig_RemoveBuff_BuffIndex orig, CharacterBody self, BuffIndex buffType)
 {
     orig(self, buffType);
     if (buffType == RoR2Content.Buffs.Cloak.buffIndex || buffType == RoR2Content.Buffs.AffixHauntedRecipient.buffIndex)
     {
         foreach (var baseAI in InstanceTracker.GetInstancesList <RoR2.CharacterAI.BaseAI>())
         {
             baseAI.targetRefreshTimer = 0;
         }
     }
 }
示例#3
0
        private void DamageBoostReset(On.RoR2.CharacterBody.orig_RemoveBuff_BuffIndex orig, CharacterBody self, BuffIndex buffType)
        //Resets the cachedDamageComponent variable, preventing it from getting stuck on a value from a high-damage attack
        {
            orig(self, buffType);

            if (buffType == PatheticBloodBuff.buffIndex || buffType == WeakBloodBuff.buffIndex || buffType == AverageBloodBuff.buffIndex || buffType == StrongBloodBuff.buffIndex || buffType == InsaneBloodBuff.buffIndex || buffType == DevotedBloodBuff.buffIndex)
            {
                var cachedDamageComponent = self.gameObject.GetComponent <DamageComponent>();
                cachedDamageComponent.cachedDamage = 0;
            }
        }
示例#4
0
        private static void CharacterBody_RemoveBuff_BuffIndex(On.RoR2.CharacterBody.orig_RemoveBuff_BuffIndex orig, CharacterBody self, BuffIndex buffType)
        {
            if (NetworkServer.active)
            {
                BuffIndex buff = DLC1Content.Buffs.BearVoidCooldown.buffIndex;

                if (buffType == buff && self.GetBuffCount(buff) < 1)
                {
                    return;
                }
            }

            orig(self, buffType);
        }
示例#5
0
        private void CharacterBody_RemoveBuff_BuffIndex(On.RoR2.CharacterBody.orig_RemoveBuff_BuffIndex orig, CharacterBody self, BuffIndex buffType)
        {
            bool hasBody = self;

            if (hasBody)
            {
                healingSourceStack.Push(self);
            }
            orig(self, buffType);
            if (hasBody)
            {
                healingSourceStack.Pop();
            }
        }