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(); }
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(); }
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); } }