Implement the return value of the original method
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@ -17,8 +17,8 @@ namespace StardewModdingAPI.Patches {
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/// <summary>Writes messages to the console and log file on behalf of the game.</summary>
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private static IMonitor MonitorForGame;
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/// <summary>Local variable to store the patched method.</summary>
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private static MethodInfo method;
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/// <summary>Local variable to store the original method.</summary>
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private static MethodInfo originalMethod;
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/// <summary>Local variable to check if the method was already arbitrated.</summary>
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private static bool isArbitrated;
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@ -44,9 +44,8 @@ namespace StardewModdingAPI.Patches {
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/// <summary>Apply the Harmony patch.</summary>
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/// <param name="harmony">The Harmony instance.</param>
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public void Apply(HarmonyInstance harmony) {
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method = AccessTools.Method(typeof(GameLocation), "checkEventPrecondition");
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MethodInfo transpiler = AccessTools.Method(this.GetType(), nameof(CheckEventPreconditionErrorPatch.Prefix));
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harmony.Patch(method, new HarmonyMethod(transpiler));
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originalMethod = AccessTools.Method(typeof(GameLocation), "checkEventPrecondition");
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harmony.Patch(originalMethod, new HarmonyMethod(AccessTools.Method(this.GetType(), "Prefix")));
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}
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/*********
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@ -54,19 +53,22 @@ namespace StardewModdingAPI.Patches {
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*********/
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/// <summary>The method to call instead of the GameLocation.CheckEventPrecondition.</summary>
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/// <param name="__instance">The instance being patched.</param>
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/// <param name="__result">The return value of the original method.</param>
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/// <param name="precondition">The precondition to be parsed.</param>
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/// <returns>Returns whether to execute the original method.</returns>
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/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
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[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony.")]
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private static bool Prefix(GameLocation __instance, string precondition) {
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private static bool Prefix(GameLocation __instance, ref int __result, string precondition) {
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if (isArbitrated) {
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isArbitrated = false;
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return true;
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} else {
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isArbitrated = true;
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try {
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method.Invoke(__instance, new object[] { precondition });
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object _ = originalMethod.Invoke(__instance, new object[] { precondition });
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__result = _ is null ? -1 : (int)_;
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} catch (System.Exception ex) {
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__result = -1;
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CheckEventPreconditionErrorPatch.MonitorForGame.Log($"Failed parsing event info. Event precondition: {precondition}\n{ex}", LogLevel.Error);
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}
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