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the most chaotic game mode (very wip)
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@@ -99,7 +99,7 @@ namespace EHR
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};
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}
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if (!Options.DisableShortTasks.GetBool() && !Options.DisableCommonTasks.GetBool() && !Options.DisableLongTasks.GetBool() && !Options.DisableOtherTasks.GetBool() && Options.CurrentGameMode == CustomGameMode.Standard) return;
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if (!Options.DisableShortTasks.GetBool() && !Options.DisableCommonTasks.GetBool() && !Options.DisableLongTasks.GetBool() && !Options.DisableOtherTasks.GetBool() && CustomGameMode.Standard.IsActiveOrIntegrated()) return;
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List<NormalPlayerTask> disabledTasks = [];
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@@ -117,15 +117,15 @@ namespace EHR
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bool IsTaskAlwaysDisabled(TaskTypes type) => type switch
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{
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TaskTypes.FuelEngines => Options.CurrentGameMode is CustomGameMode.MoveAndStop or CustomGameMode.Speedrun,
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TaskTypes.VentCleaning => Options.CurrentGameMode == CustomGameMode.RoomRush,
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TaskTypes.FuelEngines => Options.CurrentGameMode is CustomGameMode.MoveAndStop or CustomGameMode.Speedrun or CustomGameMode.AllInOne,
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TaskTypes.VentCleaning => CustomGameMode.RoomRush.IsActiveOrIntegrated(),
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_ => false
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};
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}
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}
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[HarmonyPatch(typeof(NetworkedPlayerInfo), nameof(NetworkedPlayerInfo.RpcSetTasks))]
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internal class RpcSetTasksPatch
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internal static class RpcSetTasksPatch
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{
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// Patch that overwrites the task just before assigning the task and sending the RPC
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// Do not interfere with vanilla task allocation process itself
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