Пример #1
0
 private static void RegisterClientPrefabsNStuff(On.RoR2.Networking.GameNetworkManager.orig_OnStartClient orig, RoR2.Networking.GameNetworkManager self, UnityEngine.Networking.NetworkClient newClient)
 {
     orig(self, newClient);
     foreach (HashStruct h in thingsToHash)
     {
         if (h.prefab.HasComponent <NetworkIdentity>())
         {
             h.prefab.GetComponent <NetworkIdentity>().SetFieldValue <NetworkHash128>("m_AssetId", nullHash);
         }
         ClientScene.RegisterPrefab(h.prefab, NetworkHash128.Parse(MakeHash(h.goName + h.callPath + h.callMember + h.callLine.ToString())));
     }
 }
Пример #2
0
        private static void GameNetworkManager_OnStartClient(On.RoR2.Networking.GameNetworkManager.orig_OnStartClient orig, GameNetworkManager self, NetworkClient newClient)
        {
            orig(self, newClient);
            ClientScene.RegisterPrefab(TwisterPrefab, NetworkHash128.Parse("9725011d8b662d98"));
            ClientScene.RegisterPrefab(GravBombPrefab, NetworkHash128.Parse("6d803141bb60b3f7"));
            ClientScene.RegisterPrefab(AsteroidProjectilePrefab, NetworkHash128.Parse("34eddec13b017082"));

            //For convenience: pre-generated random IDs that can be used later
            //164497abc3b46e41
            //bfd424a1ac1b07ce
            //7c3cba1b92427f72
            //0ab8e989d1c6c999
            //0e90dedbde0f4b5a
            //a2177e2b92a917c3
            //0327fff31597212d
            //6cd812cea49b73c5
        }