using System.Reflection; public class CustomParticleEffectLoaderInit : IModApi { private static bool inited = false; public void InitMod(Mod _modInstance) { if (inited) return; inited = true; Log.Out(" Loading Patch: " + GetType()); ModEvents.GameAwake.RegisterHandler(CustomExplosionManager.CreatePropertyParsers); var harmony = new HarmonyLib.Harmony(GetType().ToString()); harmony.PatchAll(Assembly.GetExecutingAssembly()); } }