sons of the forest remake

its better than ever
Anonymous
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03/05/2026 6:58 PM
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using UnityEngine;
using System.Collections.Generic;

public class HardcoreSOTFMaster : MonoBehaviour
{
    [Header("OG Survival Stats")]
    public float coreTemp = 37f;
    public float hydration = 100f;
    public float bodyFat = 15f;
    public float sanity = 100f;
    public bool isPoisoned = false;

    [Header("Hardcore Systems")]
    public float exileTimer = 0f; // 90 days in seconds
    public float weightPenalty = 0f;
    public bool cursorInverted = false;
    public float gpsGreenSmear = 0f;

    [Header("Inventory & Tools")]
    public bool hasShotgun = false;
    public float shotgunRust = 100f;
    public bool hasCharcoalSlurry = false;
    public GameObject portableIceBox;

    [Header("Identity Dissolution (OG Meshes)")]
    public MeshFilter playerHead;
    public Mesh[] evolutionForms; // OG Player, NPC, Mimic, Pine Tree, Fish

    void Update()
    {
        HandleMetabolism();
        HandleSanityAndMimics();
        HandleInputInversion();
        HandleWeatherEffects();
    }

    void HandleMetabolism()
    {
        // Cold drains core temp; Polar Vortex is deadly
        if (coreTemp  0) exileTimer -= Time.deltaTime;
    }

    void HandleInputInversion()
    {
        if (cursorInverted) {
            float x = -Input.GetAxis("Mouse X");
            float y = -Input.GetAxis("Mouse Y");
            // Apply inverted rotation to OG Camera
        }

        // Right-click to scrub Green Smear off GPS
        if (Input.GetMouseButtonDown(1) && gpsGreenSmear > 0) {
            gpsGreenSmear -= 0.15f;
            PlayWipeSound();
        }
    }

    void CycleIdentityMesh()
    {
        // Cycles your head between OG models (Pine Tree, Fish, etc.)
        int index = (int)(Time.time % evolutionForms.Length);
        playerHead.mesh = evolutionForms[index];
    }

    public void CleanShotgun()
    {
        if (hasCharcoalSlurry) {
            shotgunRust -= 10f; // Clean with crushed charcoal + water
            if (shotgunRust <= 0) /* Gun is Safe to Fire */;
        }
    }

    void HandleWeatherEffects()
    {
        // Polar Vortex: Untreated wood structures take damage
        // Use Shovel to row Ice Floes to reach the Pistol Raft
    }

    void WriteMimicNote() { /* Edits OG Notepad with "HE IS WATCHING" */ }
    void PlayWipeSound() { /* Squeaky OG cleaning sound */ }
}
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