2020-02-10 22:03:28 +00:00
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using OWML.Common;
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using OWML.ModHelper;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace QSB {
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public class QSB: ModBehaviour {
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static QSB _instance;
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void Awake () {
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Application.runInBackground = true;
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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void Update () {
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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void Start () {
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_instance = this;
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var assetBundle = ModHelper.Assets.LoadBundle("assets/network");
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var networkManager = Instantiate(assetBundle.LoadAsset<GameObject>("assets/networkmanager.prefab"));
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var networkPlayerPrefab = assetBundle.LoadAsset<GameObject>("assets/networkplayer.prefab");
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networkPlayerPrefab.AddComponent<NetworkPlayer>();
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networkManager.GetComponent<NetworkManager>().playerPrefab = networkPlayerPrefab;
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2020-02-11 18:56:57 +00:00
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ModHelper.HarmonyHelper.AddPrefix<PlayerSectorDetector>("OnAddSector", typeof(Patches), "OnAddSector");
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2020-02-10 22:03:28 +00:00
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}
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public static void Log (params string[] strings) {
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_instance.ModHelper.Console.WriteLine(string.Join(" ", strings));
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}
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2020-02-11 18:56:57 +00:00
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public static void LogToScreen (params string[] strings) {
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var text = string.Join(" ", strings);
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NotificationData data = new NotificationData(NotificationTarget.Player, text, 3f, true);
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NotificationManager.SharedInstance.PostNotification(data, false);
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}
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static class Patches {
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static void OnAddSector (Sector sector, PlayerSectorDetector __instance) {
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if (NetworkPlayer.localInstance != null) {
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NetworkPlayer.localInstance.EnterSector(sector);
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}
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}
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}
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2020-02-10 22:03:28 +00:00
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}
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}
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