Krongorka
Well-Known Member
- Sep 22, 2017
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IL editing of MBM's code proved to be quite effective in my case, though. I only failed to implement some new stuff on graphics/spine side and mostly because of GameManager.cs which spits garbage code with current dnspy version anyway:Thanks for the response. I was afraid I was going to have to mess with IL editing. Still, I'll tinker on it and see what it does. By the way, do know why all this code is in english? I thought this was a japanese developer. Not that I'm complaining.
If you see a code like this in Assembly via dnspy in a class - I really don't recommend to touch it. Best case scenario, it won't do anything/not what you want. Or it'll just break the game on next loading.
For this reason BepInEx modding can do much more. If you're interested, definitely check some tutorials.
Why japanese developers use English? I believe if someone can code that's an obvious choice.
I did encounter some cases with "Ingrish" code before as well, but most of the time they got it right and 'very readable'.
Spine-texture/sprite data, though? Mostly in a developer's language all the time. But not in MBM/ProjectR's case, as an exception.
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