public void Unload() { HRunThreadWithLogging.Dispose(); On.Monocle.Engine.Update -= Engine_Update; On.Monocle.MInput.Update -= MInput_Update; On.Celeste.RunThread.Start -= RunThread_Start; HGameUpdate.Dispose(); On.Monocle.Entity.Render -= Entity_Render; On.Monocle.Scene.AfterUpdate -= Scene_AfterUpdate; }
internal void UpdateILManipulated(bool force = false) { if (force || ILList.Count != 0) { ILManipulated = DMD.Generate(); } else { ILManipulated = null; } if (HookList.Count != 0) { HookList[0].UpdateOrig(ILManipulated); } else { ILDetour?.Dispose(); if (ILManipulated != null) { ILDetour = new Detour(Method, ILManipulated); } } }