Gunman Contracts - Stand Alone
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1.0.0
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MyShotgunsAccurate 1.0.0

Accuracy fix for shotguns in Gunman Contracts – Stand Alone (Windows x64, Unity 6000.0.41f1 / IL2CPP).

The game scores accuracy per bullet. A shotgun blast is not one bullet: ANBHVRGunBase.OnFire starts the FireShotgun coroutine, which throws NumberOfPellets bullets spaced by pelletInterval, and every pellet that connects reports its own hit through ANBBasicNPC.TakeDamage. So one trigger pull is scored as a fistful of separate shots.

This mod scores a blast the way you fired it:

  • One trigger pull is one shot, whatever the pellet count.
  • At least one pellet on an enemy is one hit. Five pellets landing is still one hit, not five.
  • No pellet lands, nothing is counted as a hit — one wasted shot, exactly as it should be.
  • Every other weapon is untouched; rifles, pistols and the bow count exactly as the game counts them.

Install

  1. Install BepInEx 6 Unity IL2CPP, Windows x64, build 755 or later.
  2. Extract the archive's BepInEx folder into the game folder, or copy MyShotgunsAccurate.dll into BepInEx/plugins/MyShotgunsAccurate/.
  3. Launch the game and check BepInEx/LogOutput.log for MyShotgunsAccurate enabled.

Using MelonLoader 0.7 or later instead: put the MyShotgunsAccurate-MelonLoader archive's MyShotgunsAccurate.dll into Mods/, and check MelonLoader/Latest.log for the same line.

No game files are modified, so uninstalling is deleting the DLL.

How it works

Pure Harmony hooks, no byte patching, so it is not tied to one game build:

Hook Does
ANBHVRGunBase.OnFire Opens a blast, and remembers whether the weapon is a shotgun
HVRPhysicsBow.ShootArrow Closes any open blast, since the bow reports shots of its own
ANBGameLogic.AddBullet Passes the first pellet of a blast through as one shot, drops the rest
ANBGameLogic.AddShotHit Passes the first landed pellet through as one hit, drops the rest

The counting rules live in ShotTally, which has no game types in it, so they can be exercised without the game. If any hook ever throws, the mod disables itself and hands accuracy straight back to the game.

Validation

analysis/TallySmoke runs the rules: normal weapons pass through untouched, one blast yields exactly one shot and at most one hit, a blast that lands nothing still costs a shot, the next blast starts clean, and switching weapons mid-blast does not swallow the next weapon's shots.

Not yet playtested in a mission. Fire a shotgun into a wall and into an enemy and check that SHOTS on the results screen climbs by one each time.

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