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feat: Update quest team size handling; correct method references for GameConfigurationAsset and GameSpawnManager
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@@ -164,17 +164,17 @@ public class Mod : MelonMod
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if (Cfg.QuestMaxTeamSize > 0)
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{
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// The runtime team cap is built from the baked GameConfigurationAsset
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// (a readable ScriptableObject) by GameConfigurationAsset.GDECPANDBHJ()
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// (a readable ScriptableObject) by GameConfigurationAsset.FIFOMGAOOHH()
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// — it reads asset.TeamConfigurations[i].MaxTeamSize (a typed int
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// struct-array) into the protobuf TeamSize. Prefix that builder and
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// bump the source array IN PLACE before it converts, scoped by
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// asset.Name. This avoids the obfuscated protobuf entirely (its
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// generic RepeatedField getter isn't emitted by Il2CppInterop).
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// Host-authoritative: the quest host must run the mod. See QuestTeamSize.
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TryPatchByName("RecRoom.Core.GameManagement.GameConfigurationAsset", "GDECPANDBHJ",
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TryPatchByName("RecRoom.Core.GameManagement.GameConfigurationAsset", "FIFOMGAOOHH",
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prefix: nameof(QuestTeamSize.Build_Prefix));
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QuestTeamSize.TryPatchSpawnIndexNormalizers(HarmonyInstance);
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TryPatchByName("GameSpawnManager", "FKEICBPCMPJ",
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TryPatchByName("GameSpawnManager", "KMPAOJGOOCH",
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postfix: nameof(QuestTeamSize.RelaxEmptySpawnFilter_Postfix));
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}
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