Document the patches
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@ -3,6 +3,9 @@ using System;
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namespace CustomCosmeticLoader.Patches
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namespace CustomCosmeticLoader.Patches
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{
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{
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/*
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* Show your custom marble skin on the "My Marble" display on the main menu (if configured).
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*/
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[HarmonyPatch(typeof(MainMenuPanel), nameof(MainMenuPanel.SetupImages), new Type[] { typeof(bool) })]
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[HarmonyPatch(typeof(MainMenuPanel), nameof(MainMenuPanel.SetupImages), new Type[] { typeof(bool) })]
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internal class MainMenuPanelSetupImagesPatch
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internal class MainMenuPanelSetupImagesPatch
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{
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{
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@ -4,6 +4,10 @@ using UnityEngine;
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namespace CustomCosmeticLoader.Patches
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namespace CustomCosmeticLoader.Patches
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{
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{
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/*
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* Hijack the cosmetic of the marble in single player. This doesn't apply the custom texture, just swaps out the
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* marble with the designated marble to hijack.
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*/
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[HarmonyPatch(typeof(MarbleController), nameof(MarbleController.ApplyMyCosmetics))]
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[HarmonyPatch(typeof(MarbleController), nameof(MarbleController.ApplyMyCosmetics))]
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internal class MarbleControllerApplyMyCosmeticsPatch
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internal class MarbleControllerApplyMyCosmeticsPatch
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{
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{
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@ -18,6 +18,10 @@ namespace CustomCosmeticLoader.Patches
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}
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}
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}
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}
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/*
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* Applies the custom skin texture to the marble in both singleplayer and multiplayer, if the cosmetic chosen is the
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* one we're hijacking. In multiplayer, do some extra checks to only apply the custom texture to our marble
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*/
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[HarmonyPatch(typeof(MarbleHolder), nameof(MarbleHolder.SetMarble))]
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[HarmonyPatch(typeof(MarbleHolder), nameof(MarbleHolder.SetMarble))]
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internal class MarbleHolderSetMarblePatch
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internal class MarbleHolderSetMarblePatch
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{
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{
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@ -51,6 +55,10 @@ namespace CustomCosmeticLoader.Patches
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}
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}
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}
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}
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/*
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* In multiplayer, hijack the current marble and set it to be the marble we're hijacking. Later, the actual texture
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* will be replaced by the patch above
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*/
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[HarmonyPatch(typeof(MarbleHolder), nameof(MarbleHolder.CheckSet))]
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[HarmonyPatch(typeof(MarbleHolder), nameof(MarbleHolder.CheckSet))]
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internal class MarbleHolderCheckSetPatch
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internal class MarbleHolderCheckSetPatch
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{
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{
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