using HarmonyLib; using SRMultiplayer.Networking; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace SRMultiplayer.Patches { [HarmonyPatch(typeof(DirectedActorSpawner))] [HarmonyPatch("CanSpawn")] class DirectedActorSpawner_CanSpawn { static bool Prefix(DirectedActorSpawner __instance, ref bool __result) { if (!Globals.IsMultiplayer) return true; var spawner = __instance.gameObject.GetComponent(); if(spawner != null && spawner.IsLocal) { return true; } __result = false; return false; } } [HarmonyPatch(typeof(DirectedActorSpawner))] [HarmonyPatch("CanContinueSpawning")] class DirectedActorSpawner_CanContinueSpawning { static bool Prefix(DirectedActorSpawner __instance, ref bool __result) { if (!Globals.IsMultiplayer) return true; var spawner = __instance.gameObject.GetComponent(); if (spawner != null && spawner.IsLocal) { return true; } __result = false; return false; } } }