using System; using Aki.Custom.Airdrops.Patches; using Aki.Custom.Patches; using Aki.Custom.Utils; using BepInEx; namespace Aki.Custom { [BepInPlugin("com.spt-aki.custom", "AKI.Custom", "1.0.0")] class AkiCustomPlugin : BaseUnityPlugin { public AkiCustomPlugin() { Logger.LogInfo("Loading: Aki.Custom"); try { // Bundle patches should always load first BundleManager.GetBundles(); new EasyAssetsPatch().Enable(); new EasyBundlePatch().Enable(); new BossSpawnChancePatch().Enable(); new BotDifficultyPatch().Enable(); new CoreDifficultyPatch().Enable(); new OfflineRaidMenuPatch().Enable(); new SessionIdPatch().Enable(); new VersionLabelPatch().Enable(); new IsEnemyPatch().Enable(); //new AddSelfAsEnemyPatch().Enable(); new CheckAndAddEnemyPatch().Enable(); new BotSelfEnemyPatch().Enable(); // needed new AddEnemyToAllGroupsInBotZonePatch().Enable(); new AirdropPatch().Enable(); new AirdropFlarePatch().Enable(); new AddSptBotSettingsPatch().Enable(); new CustomAiPatch().Enable(); new ExitWhileLootingPatch().Enable(); new QTEPatch().Enable(); } catch (Exception ex) { Logger.LogError($"{GetType().Name}: {ex}"); throw; } Logger.LogInfo("Completed: Aki.Custom"); } } }