public static void MapChangePostfix(ActionMap __instance) { var inMainGame = Singleton <Game> .IsInstance() && Singleton <Game> .Instance.actScene != null; if (!inMainGame) { return; } // Mark all maps as safe to be in (so we don't get kicked out) if the character is a trap __instance.StartCoroutine(MapChangeCo(__instance)); }
public static void MapChangePostfix(ActionMap __instance) { var inMainGame = ActionScene.initialized; if (!inMainGame) { return; } // Mark all maps as safe to be in (so we don't get kicked out) if the character is a trap __instance.StartCoroutine(MapChangeCo(__instance)); }
public static void MapChangePostfix(ActionMap __instance) { // Mark all maps as safe to be in (so we don't get kicked out) if the character is a trap __instance.StartCoroutine(MapChangeCo(__instance)); }