RUMBLE does not support other mod managers. If you want to use a manager, you must use the RUMBLE Mod Manager, a manager specifically designed for this game.
Decompiled source of Rumble LIV Camera Enabler v2.1.1
Mods/LIVCameraEnabler.dll
Decompiled 9 months agousing System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using Il2CppRUMBLE.Utilities; using LIV_Camera_Enabler; using MelonLoader; using RumbleModUI; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: MelonInfo(typeof(LIVCameraStart), "LIV Camera Enabler", "2.1.1", "UlvakSkillz", null)] [assembly: MelonGame("Buckethead Entertainment", "RUMBLE")] [assembly: MelonColor(255, 195, 0, 255)] [assembly: MelonAuthorColor(255, 195, 0, 255)] [assembly: VerifyLoaderVersion(0, 6, 6, true)] [assembly: AssemblyTitle("LIV Camera Enabler")] [assembly: AssemblyDescription("Start playing Rumble with the F10 Camera Active")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("LIV Camera Enabler")] [assembly: AssemblyCopyright("Copyright © 2024")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("ce5c6056-f5fe-45d6-92f5-42037a30db8f")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")] [assembly: AssemblyVersion("1.0.0.0")] namespace LIV_Camera_Enabler; public class LIVCameraStart : MelonMod { private string currentScene = "Loader"; private bool sceneChanged = false; private RecordingCamera playerLIV; private UI UI = UI.instance; public static Mod LIVCameraEnabler = new Mod(); private bool enabled = true; private bool cameraType = true; public override void OnLateInitializeMelon() { //IL_0045: Unknown result type (might be due to invalid IL or missing references) //IL_004a: Unknown result type (might be due to invalid IL or missing references) //IL_0057: Expected O, but got Unknown //IL_0069: Unknown result type (might be due to invalid IL or missing references) //IL_0073: Expected O, but got Unknown //IL_0085: Unknown result type (might be due to invalid IL or missing references) //IL_008f: Expected O, but got Unknown LIVCameraEnabler.ModName = "LIV Camera Enabler"; LIVCameraEnabler.ModVersion = "2.1.1"; LIVCameraEnabler.SetFolder("LIVCameraEnabler"); LIVCameraEnabler.AddDescription("Description", "Description", "Enables the LIV Camera or Legacy Camera", new Tags { IsSummary = true }); LIVCameraEnabler.AddToList("Enabled", true, 0, "Enable/Disable Mod", new Tags()); LIVCameraEnabler.AddToList("Camera Type", true, 0, "True = LIV Camera, False = Legacy Camera", new Tags()); LIVCameraEnabler.GetFromFile(); UI.instance.UI_Initialized += UIInit; LIVCameraEnabler.ModSaved += Save; Save(); } private void Save() { enabled = (bool)LIVCameraEnabler.Settings[1].SavedValue; cameraType = (bool)LIVCameraEnabler.Settings[2].SavedValue; if (currentScene != "Loader") { UpdateCamera(); } } private void UIInit() { UI.AddMod(LIVCameraEnabler); } public void UpdateCamera() { try { if (!enabled) { return; } playerLIV = Singleton<RecordingCamera>.instance; if (cameraType) { playerLIV.OnLegacyRecordingCameraEnabledChanged(false); playerLIV.SaveConfiguration(); if (IsProcessRunning("capture")) { playerLIV.OnModernRecordingCameraEnabledChanged(true); } else { sceneChanged = false; } } else { playerLIV.OnModernRecordingCameraEnabledChanged(false); playerLIV.SaveConfiguration(); playerLIV.OnLegacyRecordingCameraEnabledChanged(true); } playerLIV.SaveConfiguration(); sceneChanged = false; } catch { } } public override void OnFixedUpdate() { if (sceneChanged && currentScene != "Loader") { UpdateCamera(); } } public override void OnSceneWasLoaded(int buildIndex, string sceneName) { currentScene = sceneName; sceneChanged = true; } private static bool IsProcessRunning(string processName) { return Process.GetProcessesByName(processName).Length != 0; } }