using HarmonyLib; using SRMultiplayer.Networking; using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace SRMultiplayer.Patches { [HarmonyPatch(typeof(SpawnResource))] [HarmonyPatch("Update")] class SpawnResource_Update { static bool Prefix(SpawnResource __instance) { if (!Globals.IsMultiplayer) return true; var netSpawnResource = __instance.GetComponent(); if (netSpawnResource != null && netSpawnResource.LandPlot != null) { return netSpawnResource.LandPlot.IsLocal; } return (netSpawnResource != null && netSpawnResource.IsLocal); } } [HarmonyPatch(typeof(SpawnResource))] [HarmonyPatch("UpdateToTime")] class SpawnResource_UpdateToTime { static bool Prefix(SpawnResource __instance) { if (!Globals.IsMultiplayer || Globals.HandlePacket) return true; var netSpawnResource = __instance.GetComponent(); if (netSpawnResource != null && netSpawnResource.LandPlot != null) { return netSpawnResource.LandPlot.IsLocal; } return (netSpawnResource != null && netSpawnResource.IsLocal); } } }