public override uint ExtraPlayerBuffSlots => 27; // Extra buff slots that the player can use (22 + ExtraPlayerBuffSlots = Player.MaxBuffs) // Called when the mod is loaded public override void Load() { base.Load(); _mod = this; // Instantiate server instance (but don't start it) _server = new CCServer(); // Load shader(s) if (!Main.dedServ) { try { Ref <Effect> flipVerticalRef = new Ref <Effect>(GetEffect("Effects/SH_FlipVertical")); Filters.Scene["FlipVertical"] = new Filter(new ScreenShaderData(flipVerticalRef, "FilterMyShader"), EffectPriority.High); Ref <Effect> sineRef = new Ref <Effect>(GetEffect("Effects/SH_Sine")); Filters.Scene["Sine"] = new Filter(new ScreenShaderData(sineRef, "CreateSine"), EffectPriority.VeryHigh); Filters.Scene["Sine"].Load(); Ref <Effect> glitchRef = new Ref <Effect>(GetEffect("Effects/SH_Glitch")); Filters.Scene["Glitch"] = new Filter(new ScreenShaderData(glitchRef, "CreateGlitch"), EffectPriority.VeryHigh); Filters.Scene["Glitch"].Load(); } catch { }; } Main.OnPostDraw += OnPostDraw; }
// Called when the mod is unloaded (null-ify references and static references) public override void Unload() { base.Unload(); // Stop the server when the mod is unloaded _server?.Stop(); _server = null; _mod = null; m_wormHoleOldItem = null; Main.OnPostDraw -= OnPostDraw; }