Example #1
0
        public override void Load()
        {
            RegisterInIl2CppAttribute.Register();

            _gameObject = new GameObject(nameof(ReactorPlugin)).DontDestroy();
            _gameObject.AddComponent <ReactorComponent>().Plugin = this;
            _gameObject.AddComponent <Coroutines.Component>();

            Harmony.PatchAll();
            ReactorVersionShower.Initialize();
            DefaultBundle.Load();
        }
Example #2
0
        public GameConfig(Hashtable data)
        {
            name    = data.HashToString("name");
            version = data.HashToString("version");
            zip     = data.HashToString("zip");
            path    = data.HashToString("path");
            force   = data.HashToBool("force");

            shouldUpdate = false;
            shouldClean  = false;
            resources    = null;
            luaBundle    = null;
        }
Example #3
0
        public override void Load()
        {
            RegisterInIl2CppAttribute.Register();

            ModdedHandshake = Config.Bind("Features", "Modded handshake", true);

            var gameObject = new GameObject(nameof(ReactorPlugin)).DontDestroy();

            gameObject.AddComponent <ReactorComponent>().Plugin = this;
            gameObject.AddComponent <Coroutines.Component>();

            Harmony.PatchAll();
            ReactorVersionShower.Initialize();
            DefaultBundle.Load();
        }
        public override void Load()
        {
            RegisterInIl2CppAttribute.Register();

            AllowVanillaServers = Config.Bind("Features", "Allow vanilla servers", false, "Whether reactor should ignore servers not responding to modded handshake. This config is ignored if any plugin uses custom rpcs!");

            _gameObject = new GameObject(nameof(ReactorPlugin)).DontDestroy();
            _gameObject.AddComponent <ReactorComponent>().Plugin = this;
            _gameObject.AddComponent <Coroutines.Component>();

            Harmony.PatchAll();
            ReactorVersionShower.Initialize();
            SplashSkip.Initialize();
            DefaultBundle.Load();
        }
Example #5
0
        public override void Load()
        {
            try
            {
                RegisterInIl2CppAttribute.Register();

                ModdedHandshake = Config.Bind("Features", "Modded handshake", true);

                _gameObject = new GameObject(nameof(ReactorPlugin)).DontDestroy();
                _gameObject.AddComponent <ReactorComponent>().Plugin = this;
                _gameObject.AddComponent <Coroutines.Component>();


                Harmony.PatchAll();
                ReactorVersionShower.Initialize();
                DefaultBundle.Load();
                //CustomRpcManager.ReloadPluginIdMap();
            }
            catch (Exception e)
            {
                System.Console.WriteLine(e.StackTrace);
            }
        }