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Fix desyncs due to CompCableConnection motes, fixes #447 #481

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Jul 14, 2024
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3 changes: 2 additions & 1 deletion Source/Client/MultiplayerStatic.cs
Original file line number Diff line number Diff line change
Expand Up @@ -353,7 +353,8 @@ void TryPatch(MethodBase original, HarmonyMethod prefix = null, HarmonyMethod po
var canEverSpectate = typeof(RitualRoleAssignments).GetMethod(nameof(RitualRoleAssignments.CanEverSpectate));

var effectMethods = new MethodBase[] { subSustainerStart, sampleCtor, subSoundPlay, effecterTick, effecterTrigger, effecterCleanup, randomBoltMesh, drawTrackerCtor, randomHair };
var moteMethods = typeof(MoteMaker).GetMethods(BindingFlags.Static | BindingFlags.Public);
var moteMethods = typeof(MoteMaker).GetMethods(BindingFlags.Static | BindingFlags.Public)
.Concat(typeof(CompCableConnection.Cable).GetMethod(nameof(CompCableConnection.Cable.Tick)));
var fleckMethods = typeof(FleckMaker).GetMethods(BindingFlags.Static | BindingFlags.Public)
.Where(m => m.ReturnType == typeof(void))
.Concat(typeof(FleckManager).GetMethods() // FleckStatic uses Rand in Setup method, FleckThrown uses RandomInRange in TimeInterval. May as well catch all in case mods do the same.
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