Files
Radium.InputManagerPatch/Plugin.cs
2026-05-16 22:08:50 -07:00

59 lines
1.9 KiB
C#

using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using BepInEx.Unity.IL2CPP;
using HarmonyLib;
using RecRoom.Systems;
using System;
namespace Radium.InputManagerPatch
{
/// <summary>
/// Patch for InputManager in Radium's 2021 build to set the input type to whatever you desire!
/// </summary>
[BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]
public class Plugin : BasePlugin
{
internal static new ManualLogSource Log;
internal static readonly Harmony _harmony = new(MyPluginInfo.PLUGIN_GUID);
/// <summary>
/// The input type we wish to set. If no value is provided, it defaults to SteamVR_Vive.
/// </summary>
internal static ConfigEntry<InputManager.LNEHPBFDEGG> VRInputDeviceType;
public override void Load()
{
Log = base.Log;
// The valid input types to print in our config
var inputTypes = string.Join(", ", Enum.GetNames(typeof(InputManager.LNEHPBFDEGG)));
VRInputDeviceType = Config.Bind(
section: "Input",
key: "VRInputDeviceType",
defaultValue: InputManager.LNEHPBFDEGG.SteamVR_Vive,
description: $"Fixed input mode. Valid options are: {inputTypes}");
Log.LogInfo($"{MyPluginInfo.PLUGIN_GUID} loaded!");
#if DEBUG
Log.LogInfo(VRInputDeviceType.Value);
#endif
_harmony.PatchAll();
}
/// <summary>
/// Sets GetVRInputMode (NACIMCNEHMP) of InputManager to whatever we desire!
/// </summary>
[HarmonyPatch(typeof(InputManager), "NACIMCNEHMP")]
public class InputManagerPatch()
{
private static bool Prefix(ref InputManager.LNEHPBFDEGG __result)
{
__result = Plugin.VRInputDeviceType.Value;
return false;
}
}
}
}