This mod doesn't do anything for you, on its own; Its a library mod without a lot; It will be updated;
try_kill_player is deprecated, but will not be removedAGoodNameLib.playerThis class provides static methods to interact with player objects.
do_kill_player(PlayerBody __body, int id = 256, CauseOfDeath cod = CauseOfDeath.Accident)
__body: The player's body that will be affected.id: The ID of the killer (defaults to 256).cod: The cause of death (defaults to CauseOfDeath.Accident).True if the player was successfully killed, otherwise False.try_destroy_respawns(Player player)
player: The player instance whose respawns will be removed.True if the player's respawns were removed, otherwise False.setPos(Player player, Vec2 position)
player: The player instance.position: The new position for the player.player_from_body(PlayerBody body)
body: The player's body.null if the body is null.id_from_player_body(PlayerBody body)
body: The player's body.null.Physics_from_body(PlayerBody body)
body: The player's body.null if the body is null.clear_ropes(PlayerBody body)
body: The player's body.does_own_rope(PlayerBody body)
body: The player's body.True if the player owns the rope, otherwise False.AGoodNameLib.matchThis class manages the match state.
SuddenDeathState
bool SuddenDeathStateusing BepInEx;
using BoplFixedMath;
using HarmonyLib;
using UnityEngine;
using static UnityEngine.ParticleSystem.PlaybackState;
namespace example_agln
{
[BepInPlugin(PLUGIN_GUID, PLUGIN_NAME, PLUGIN_VERSION)]
public class Plugin : BaseUnityPlugin
{
public const string PLUGIN_GUID = "com.your_name.example_agnl";
public const string PLUGIN_NAME = "example_agnl";
public const string PLUGIN_VERSION = "1.0.0";
private void Awake()
{
// Plugin startup logic
Logger.LogInfo($"Plugin {PLUGIN_GUID} is loaded!");
var harmony = new Harmony(PLUGIN_GUID);
harmony.PatchAll(typeof(Patches));
}
}
public class Patches
{
//basic plugin which gives dash the ability to disconnect grapple hooks
[HarmonyPatch(typeof(Dash), "performDash")]
[HarmonyPostfix]
public static void PatchDash(Dash __instance)
{
PlayerBody body = __instance.body;
if (!AGoodNameLib.player.does_own_rope(body))
{
AGoodNameLib.player.clear_ropes(body);
}
}
}
}