Ignore assembly references, add project, modify README
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Plugin.cs
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45
Plugin.cs
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using BepInEx;
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using BepInEx.Configuration;
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using BepInEx.Logging;
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using BepInEx.Unity.IL2CPP;
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using Radium.PingPongPatch.Managers;
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using UnityEngine;
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namespace Radium.PingPongPatch;
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[BepInPlugin("com.radium.pingpong", "Radium.PingPongPatch", "1.0.0")]
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internal class Plugin : BasePlugin
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{
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internal static new ManualLogSource Log;
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#region Config
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/// <summary>
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/// If this plugin should be enabled or not or if we should break before anything gets patched
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/// </summary>
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internal static ConfigEntry<bool> Enabled;
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/// <summary>
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/// Determines if we should show a UI for FPS
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/// </summary>
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internal static ConfigEntry<bool> ShowFPS;
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/// <summary>
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/// Determines if we should show a UI for local ping
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/// </summary>
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internal static ConfigEntry<bool> ShowPing;
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#endregion
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public override void Load()
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{
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Log = base.Log;
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Enabled = Config.Bind(section: "General", key: "Enabled", defaultValue: true, description: "Determines if the patch is enabled.");
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if (!Enabled.Value) return;
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ShowFPS = Config.Bind(section: "General", key: "Show FPS", defaultValue: true, description: "Determines if we should show a UI for FPS");
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ShowPing = Config.Bind(section: "General", key: "Show Ping", defaultValue: true, description: "Determines if we should show a UI for local ping");
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AddComponent<PingPongManager>();
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Log.LogInfo($"Ping, pong, ping, pong, ping, pong! Scram, you two! This is my bedroom now! No way, this is our REC ROOM");
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}
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}
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