Harmony Log
Harmony Log
Void GameNetworkManager::Disconnect()
### Replacement: static System.Void
GameNetworkManager::GameNetworkManager.Disconnect_Patch1(GameNetworkManager this)
IL_0000: // start original
IL_0000: ldarg.0
IL_0001: ldfld System.Boolean GameNetworkManager::isDisconnecting
IL_0006: brfalse => Label0
IL_000B: br => Label3
IL_0010: Label0
IL_0010: ldarg.0
IL_0011: ldc.i4.1
IL_0012: stfld System.Boolean GameNetworkManager::isDisconnecting
IL_0017: ldarg.0
IL_0018: ldfld System.Boolean GameNetworkManager::isHostingGame
IL_001D: brfalse => Label1
IL_0022: ldarg.0
IL_0023: ldc.i4.1
IL_0024: stfld System.Boolean GameNetworkManager::disallowConnection
IL_0029: Label1
IL_0029: ldarg.0
IL_002A: call System.Void GameNetworkManager::StartDisconnect()
IL_002F: ldarg.0
IL_0030: call System.Void GameNetworkManager::SaveGame()
IL_0035: call static Unity.Netcode.NetworkManager
Unity.Netcode.NetworkManager::get_Singleton()
IL_003A: ldnull
IL_003B: call static System.Boolean
UnityEngine.Object::op_Equality(UnityEngine.Object x, UnityEngine.Object y)
IL_0040: brfalse => Label2
IL_0045: ldstr "Server is not active; quitting to main menu"
IL_004A: call static System.Void UnityEngine.Debug::Log(System.Object
message)
IL_004F: ldarg.0
IL_0050: call System.Void GameNetworkManager::ResetGameValuesToDefault()
IL_0055: ldstr "MainMenu"
IL_005A: call static System.Void
UnityEngine.SceneManagement.SceneManager::LoadScene(System.String sceneName)
IL_005F: br => Label4
IL_0064: Label2
IL_0064: ldarg.0
IL_0065: ldarg.0
IL_0066: call System.Collections.IEnumerator
GameNetworkManager::DisconnectProcess()
IL_006B: call UnityEngine.Coroutine
UnityEngine.MonoBehaviour::StartCoroutine(System.Collections.IEnumerator routine)
IL_0070: pop
IL_0071: // end original
IL_0071: Label3
IL_0071: Label4
IL_0071: ldarg.0
IL_0072: call static System.Void
LethalMenu.Patches::Disconnect(GameNetworkManager __instance)
IL_0077: ret
DONE