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SelfRevive.cs
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using BepInEx;
using HarmonyLib;
using SelfRevive.Patches;
using UnityEngine;
namespace SelfRevive
{
[BepInPlugin(GUID, NAME, VERSION)]
[BepInProcess("Muck.exe")]
public class SelfRevive : BaseUnityPlugin
{
public const string
GUID = "SelfRevive",
NAME = "SelfRevive",
VERSION = "1.0.0";
public static GameObject gameoverUI;
public void Awake()
{
Harmony.CreateAndPatchAll(typeof(MuckPatch));
Logger.LogMessage("Loaded SelfRevive");
}
public static void Revive()
{
PlayerManager playerManager = GameManager.players[LocalClient.instance.myId];
if (playerManager.dead && GameManager.state == GameManager.GameState.GameOver)
{
ClientSend.RevivePlayer(playerManager.id);
GameManager.instance.gameoverUi.SetActive(false);
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
GameManager.state = GameManager.GameState.Playing;
}
}
}
}