Stage 1: walk while healing legs, for SPT 4.0.13
Ground-up reimplementation of yox92/SmartAction targeting SPT 4.0.13 / EFT 0.16.9.0.40087. Only the walk-while-healing feature is implemented; see NOTES.md for status and the deferred sprint work. Design departures from upstream: - CanWalk is a guarded postfix, not a transpiler. Upstream rewrote the method body, which affects every MovementContext in the raid including bots, and is hard-incompatible with the three other mods already patching MovementContext in a typical load order (SAIN, ORBIT, maschine-DualSideDoorBreach). A postfix that only flips false -> true for IsYourPlayer is inert for other entities by construction. - The postfix re-tests ObstacleCollisionFacade_1.CanMove() before lifting. Upstream's transpiler dropped that check along with the HealingLegs check, silently disabling obstacle blocking. - Targets resolve by name via AccessTools.PropertyGetter + nameof rather than by GClass number, so they survive EFT version bumps. Verified in-game against 78 loaded plugins: both patches attach, the guard rejected 985 non-local MovementContext calls with zero leaks, and _player was never null across ~4000 guard calls. CanSprintPatch is parked in deferred/ rather than deleted: MovementContext.CanSprint does not gate sprinting (EnableSprint calls Physical.Sprint unconditionally), and forcing it true makes EnableSprint run ForceStopInteractions()/RemoveLeftHandItem() mid-heal. Details and the 3.11 -> 4.0.13 rename table are in NOTES.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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using System.Reflection;
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using EFT;
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using HarmonyLib;
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namespace SmartAction.Patch;
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internal static class MovementPatchUtil
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{
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// MovementContext._player is protected, so it needs reflection. Resolved once at
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// type-init rather than per call — these postfixes run on every movement query.
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private static readonly FieldInfo PlayerField = AccessTools.Field(typeof(MovementContext), "_player");
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/// <summary>
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/// True only for the player this client controls.
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///
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/// Every bot and, under Fika, every remote player owns its own MovementContext, and these
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/// postfixes fire for all of them. Gating on IsYourPlayer is what keeps the patches inert
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/// for everyone else — it is the entire multiplayer-safety story for Stage 1.
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/// </summary>
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internal static bool IsLocalPlayer(MovementContext context)
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{
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var value = PlayerField?.GetValue(context);
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// Fast path when instrumentation is off: no counters, no branches beyond the check.
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if (!Diagnostics.Enabled)
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{
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return value is Player { IsYourPlayer: true };
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}
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if (value is not Player player)
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{
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// Predicted failure mode: a MovementContext whose _player is not yet assigned
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// (bot mid-spawn). The pattern match absorbs it rather than throwing an NRE.
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Diagnostics.NullPlayerCalls++;
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Diagnostics.OnceNullPlayer();
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Diagnostics.Tick();
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return false;
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}
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var isLocal = player.IsYourPlayer;
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if (isLocal) Diagnostics.LocalCalls++;
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else Diagnostics.NonLocalCalls++;
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Diagnostics.Tick();
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return isLocal;
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}
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}
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