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2 Commits

Author SHA1 Message Date
2802c71cd0 0.1.13 | Fix for PEAK update
Player.EmptySlot and PhotonNetwork.InstantiateItemRoom each gained an
optional parameter, which compiles fine but left the previous build
calling signatures that no longer exist. The InstantiateItemRoom throw
escaped the BagsForEveryone postfix and took down every
SingleItemSpawner in the level, which is why backpacks and BingBong
stopped spawning and campfires no longer advanced the biome.

Also hardens that postfix so a future API change costs the extra bags
and nothing else, registers them with the spawner's SpawnedItemTracker,
and stops the Open Backpack keybind from opening the wheel while the
backpack is held in hand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-04 00:10:07 +02:00
96204e8a50 0.1.12 | Added: Open Passport keybind
Also removes a leftover debug keybind on the BingBong module that was
bound to P and would have fired alongside the new passport keybind.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-04 00:09:52 +02:00
8 changed files with 120 additions and 41 deletions

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@@ -62,3 +62,17 @@
- Fixed the right-click confirmation always showing "No answer, not refreshing songs" even after successfully confirming, due to a timing check that ran before the confirmation window instead of after. - Fixed the right-click confirmation always showing "No answer, not refreshing songs" even after successfully confirming, due to a timing check that ran before the confirmation window instead of after.
- Fixed an error (NullReferenceException) every time a thrown item bonked something: `Bonkable` added at runtime has no serialized prefab data, so its sound-effect array was `null` instead of empty. It now defaults to an empty array so bonks still ragdoll/knock back the target, just silently. - Fixed an error (NullReferenceException) every time a thrown item bonked something: `Bonkable` added at runtime has no serialized prefab data, so its sound-effect array was `null` instead of empty. It now defaults to an empty array so bonks still ragdoll/knock back the target, just silently.
# v0.1.12 | Added customization keybinds
- Open the passport when pressing the "Open Passport" keybind (default: P)
- Removed a leftover debug keybind on the BingBong module that was also bound to P and would have fired alongside the new passport keybind.
# v0.1.13 | Fix for PEAK update
- Rebuilt against the September PEAK update. Two game methods gained an optional parameter, which compiles fine but leaves an older build calling a signature that no longer exists, so both threw a MissingMethodException at runtime:
- `Player.EmptySlot(slot)` became `EmptySlot(slot, bool andBroadcast = true)`. This killed the whole "Toggle Bugle" keybind (default: V) — both giving the Bugle and swapping it for the Megaphone.
- `PhotonNetwork.InstantiateItemRoom(name, position, rotation)` gained a fourth `bool warnIfNotHost = true`. This one threw inside the Bags for Everyone postfix on `SingleItemSpawner.TrySpawnItems`, and because a throwing postfix propagates out of the method it patched, it took down every `SingleItemSpawner` in the level rather than just the backpack one. Backpacks and BingBong stopped spawning, and lighting a campfire no longer advanced the biome: the spawn loop runs inside `MapHandler`'s transition coroutine, so the throw killed that coroutine and the campfire items, day/night blend, biome title and fog reveal all silently never happened.
- Removed the manual `RPCRemoveItemFromSlot` call the Bugle keybind made right after `EmptySlot`. `EmptySlot` already forwards the removal to the host itself, so the extra call only logged "Only Master Client can remove items!" on every press for anyone who wasn't hosting.
- The "Open Backpack" keybind (default: B) no longer opens the wheel while the backpack is held in your hands. The wheel pulls items out of the backpack's on-back visuals, which the game deactivates while the backpack is in hand, so anything taken out was spawned into a disabled rig and disappeared. Hold-interacting the held backpack still opens it the normal way.
- Hardened the Bags for Everyone patch. Its master-client and spawner-name checks now run in the postfix itself instead of inside the method that spawns the bags, and the spawn is wrapped in a try/catch. Because Mono resolves a method's call targets when it JITs that method, a changed game API used to throw before any of those checks could run, taking down every `SingleItemSpawner` in the level — which is what stopped campfires from advancing the biome in 0.1.12. A failure now costs the extra bags and nothing else.
- The extra backpacks are registered with the spawner's `SpawnedItemTracker`, so a quicksave records them instead of restoring only the vanilla one, and the patch no longer adds a fresh batch on top every time a run is loaded from a save.

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@@ -13,6 +13,9 @@ public static class ConfigHandler
// Better Airport // Better Airport
public static ConfigEntry<float> ConveyorSpeedModifier { get; private set; } = null!; public static ConfigEntry<float> ConveyorSpeedModifier { get; private set; } = null!;
// Open Passport settings
public static ConfigEntry<KeyCode> OpenPassport { get; private set; } = null!;
// Stashed Bugle settings // Stashed Bugle settings
public static ConfigEntry<KeyCode> ToggleBugle { get; private set; } = null!; public static ConfigEntry<KeyCode> ToggleBugle { get; private set; } = null!;
@@ -49,6 +52,14 @@ public static class ConfigHandler
) )
); );
// Open Passport settings
OpenPassport = Config.Bind(
"Key Bindings",
"OpenPassport",
KeyCode.P,
new ConfigDescription("Open Passport UI")
);
// Stashed Bugle settings // Stashed Bugle settings
ToggleBugle = Config.Bind( ToggleBugle = Config.Bind(
"Control", "Control",

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@@ -8,7 +8,7 @@
<!-- This is the display name of your mod. Example: BepInEx Template --> <!-- This is the display name of your mod. Example: BepInEx Template -->
<AssemblyTitle>JordanMod</AssemblyTitle> <AssemblyTitle>JordanMod</AssemblyTitle>
<!-- This is the version number of your mod. --> <!-- This is the version number of your mod. -->
<Version>0.1.11</Version> <Version>0.1.13</Version>
</PropertyGroup> </PropertyGroup>
<PropertyGroup> <PropertyGroup>

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@@ -1,5 +1,6 @@
using System; using System;
using UnityEngine; using UnityEngine;
using Zorro.Core;
namespace JordanMod.Modules.EasyBackpack; namespace JordanMod.Modules.EasyBackpack;
@@ -54,12 +55,26 @@ class EasyBackpackModule : Module
} }
else return; else return;
// The wheel we open is the one for the backpack worn on the target's back, and its
// on-back visuals are what BackpackWheel.Choose() pulls items out of. While the
// backpack is held in hand (its slot, ID 3, is the equipped one) CharacterBackpackHandler
// deactivates those visuals, so anything taken out of the wheel is spawned into a
// disabled rig and vanishes. Refuse to open in that state; the game's own
// hold-interact on the held backpack still works and opens the correct wheel.
if (IsBackpackInHands(targetCharacter)) return;
BackpackReference backpackRefs = BackpackReference.GetFromEquippedBackpack(targetCharacter); BackpackReference backpackRefs = BackpackReference.GetFromEquippedBackpack(targetCharacter);
int slotCount = (targetSlot.prefab as Backpack)?.slotCount ?? 4; int slotCount = (targetSlot.prefab as Backpack)?.slotCount ?? 4;
GUIManager.instance.OpenBackpackWheel(backpackRefs, slotCount, targetSlot.backpackType); GUIManager.instance.OpenBackpackWheel(backpackRefs, slotCount, targetSlot.backpackType);
_isBackpackOpen = true; _isBackpackOpen = true;
} }
private static bool IsBackpackInHands(Character character)
{
Optionable<byte> selectedSlot = character.refs.items.currentSelectedSlot;
return selectedSlot.IsSome && selectedSlot.Value == character.player.backpackSlot.itemSlotID;
}
private void CloseBackpack() private void CloseBackpack()
{ {
if (!Application.isFocused) return; if (!Application.isFocused) return;

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@@ -0,0 +1,28 @@
using System;
using UnityEngine;
namespace JordanMod.Modules.OpenPassport;
[Module(Enabled = true)]
class OpenPassportModule : Module
{
public override string ModuleName => "Open Passport Module";
public override Type[] GetPatches() { return []; }
public override void Update()
{
if (!Input.GetKeyDown(ConfigHandler.OpenPassport.Value)) return;
// PassportManager.instance is a plain static that survives a scene unload, so it can
// be a destroyed object here; the Unity == operator is what catches that. Its
// Initialize() also reads Character.localCharacter.characterName, so don't open it
// before we have a character.
PassportManager passportManager = PassportManager.instance;
if (passportManager == null) return;
if (Character.localCharacter == null) return;
if (passportManager.isOpen) return;
passportManager.ToggleOpen();
}
}

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@@ -27,17 +27,6 @@ class ReplaceBingBongModule : Module
AudioSyncWorker.OnAudioLoadComplete += OnAudioLoadComplete; AudioSyncWorker.OnAudioLoadComplete += OnAudioLoadComplete;
} }
public override void Update()
{
base.Update();
if (Input.GetKeyDown(KeyCode.P))
{
Helper.FindItemByName("BingBong_Prop Variant", out Item? item);
if (item == null) return;
Debug.Log($"Found item: {item.name} in scene {item.gameObject.scene.name}");
}
}
private static void OnAudioLoadComplete() private static void OnAudioLoadComplete()
{ {
if (!HasReplacedSounds) return; if (!HasReplacedSounds) return;

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@@ -31,17 +31,12 @@ class StashedBugleModule : Module
{ {
if (heldItem.UIData.itemName == _bugleItemName) if (heldItem.UIData.itemName == _bugleItemName)
{ {
localCharacter.refs.items.DestroyHeldItemRpc(); ClearHeldSlot(localCharacter);
localCharacter.player.EmptySlot(localCharacter.refs.items.currentSelectedSlot);
localCharacter.player.RPCRemoveItemFromSlot(localCharacter.refs.items.currentSelectedSlot.Value);
SpawnItemByDisplayName(localCharacter, _megaphoneItemName); SpawnItemByDisplayName(localCharacter, _megaphoneItemName);
} }
else if (heldItem.UIData.itemName == _megaphoneItemName) else if (heldItem.UIData.itemName == _megaphoneItemName)
{ {
localCharacter.refs.items.DestroyHeldItemRpc(); ClearHeldSlot(localCharacter);
localCharacter.player.EmptySlot(localCharacter.refs.items.currentSelectedSlot);
localCharacter.player.RPCRemoveItemFromSlot(localCharacter.refs.items.currentSelectedSlot.Value);
} }
} }
else if (heldItem == null) else if (heldItem == null)
@@ -59,6 +54,16 @@ class StashedBugleModule : Module
} }
} }
// Player.EmptySlot already tells the host to clear the slot (it RPCs
// RPCRemoveItemFromSlot to the master client when we aren't the host), so calling
// RPCRemoveItemFromSlot ourselves on top of it only logged "Only Master Client can
// remove items!" on every non-host press.
private static void ClearHeldSlot(Character character)
{
character.refs.items.DestroyHeldItemRpc();
character.player.EmptySlot(character.refs.items.currentSelectedSlot);
}
// SpawnItemInHand expects the item's Resources prefab name, which is not // SpawnItemInHand expects the item's Resources prefab name, which is not
// guaranteed to match its UIData.itemName display string, so resolve it // guaranteed to match its UIData.itemName display string, so resolve it
// via the ItemDatabase instead of assuming the two are identical. // via the ItemDatabase instead of assuming the two are identical.

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@@ -1,4 +1,7 @@
using System;
using System.Collections.Generic;
using HarmonyLib; using HarmonyLib;
using Peak;
using Photon.Pun; using Photon.Pun;
using UnityEngine; using UnityEngine;
@@ -7,34 +10,48 @@ namespace JordanMod.Modules.BagsForEveryone;
public class BagsForEveryonePatch public class BagsForEveryonePatch
{ {
[HarmonyPatch(typeof(SingleItemSpawner), "TrySpawnItems")] private const string BackpackSpawnerName = "Backpack_Spawner";
[HarmonyPostfix] private const string FirstBiomeName = "Biome_1";
static void Postfix(SingleItemSpawner __instance)
{
ForEachPlayer(__instance);
}
private static void ForEachPlayer(SingleItemSpawner spawner) [HarmonyPatch(typeof(SingleItemSpawner), "TrySpawnItems")]
[HarmonyPostfix]
static void Postfix(SingleItemSpawner __instance, List<PhotonView> __result)
{ {
if (!Helper.IsMasterClient()) return; if (!Helper.IsMasterClient()) return;
if (__instance.transform.name != BackpackSpawnerName) return;
bool isBackpackSPawner = spawner.transform.name == "Backpack_Spawner"; GameObject firstBiome = GameObject.Find(FirstBiomeName);
if (!isBackpackSPawner) return; if (firstBiome == null || !__instance.transform.IsChildOf(firstBiome.transform)) return;
if (__result != null && __result.Count > 1) return;
bool isFirstSpawner = spawner.transform.IsChildOf(GameObject.Find("Biome_1").transform);
if (!isFirstSpawner) return;
int playerCount = PhotonNetwork.PlayerList.Length - 1; // Already one bag int extraBags = PhotonNetwork.PlayerList.Length - 1;
if (playerCount <= 0) return; if (extraBags <= 0) return;
for (int i = 1; i <= playerCount; i++)
try
{ {
Vector3 spawnPosition = spawner.transform.position + Vector3.up * 0.1f + Vector3.right * i; SpawnExtraBags(__instance, extraBags);
PhotonView component = PhotonNetwork.InstantiateItemRoom(spawner.prefab.name, spawnPosition, spawner.transform.rotation).GetComponent<PhotonView>(); }
if (spawner.isKinematic) catch (Exception e)
{ {
component.GetComponent<PhotonView>().RPC("SetKinematicRPC", RpcTarget.AllBuffered, true, component.transform.position, component.transform.rotation); Plugin.Log.LogError($"Failed to spawn extra backpacks, continuing without them: {e}");
}
} }
} }
} private static void SpawnExtraBags(SingleItemSpawner spawner, int count)
{
List<PhotonView> spawned = new(count);
for (int i = 1; i <= count; i++)
{
Vector3 spawnPosition = spawner.transform.position + Vector3.up * 0.1f + Vector3.right * i;
PhotonView view = PhotonNetwork.InstantiateItemRoom(spawner.prefab.name, spawnPosition, spawner.transform.rotation).GetComponent<PhotonView>();
if (spawner.isKinematic)
{
view.RPC("SetKinematicRPC", RpcTarget.AllBuffered, true, view.transform.position, view.transform.rotation);
}
spawned.Add(view);
}
if (spawner.HasSpawnTracking(out SpawnedItemTracker tracker)) tracker.TrackSpawnedItems(spawned);
}
}