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));
            }
Example #2
0
            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));
            }
Example #3
0
 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));
 }