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UnityEngine::UI::Toggle* CrashOnGoodCut = QuestUI::BeatSaberUI::CreateToggle(container->get_transform(), "Crash on good cut", getConfig().config["CrashOnGoodCut"].GetBool(), CrashOnGoodCutChange);
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QuestUI::BeatSaberUI::AddHoverHint(CrashOnGoodCut->get_gameObject(), "Well it crashes the game if you do a good cut");
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// CrashOnPlay
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auto CrashOnPlayChange = il2cpp_utils::MakeDelegate<UnityEngine::Events::UnityAction_1<bool>*>(
UnityEngine::UI::Toggle* CrashOnNoFailOn = QuestUI::BeatSaberUI::CreateToggle(container->get_transform(), "Crash if you start a level with no fail", getConfig().config["CrashOnNoFailOn"].GetBool(), CrashOnNoFailOnChange);
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QuestUI::BeatSaberUI::AddHoverHint(CrashOnNoFailOn->get_gameObject(), "No fail is a great feature (especially for torture). So why don't just let you no do it at all?");
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// BatteryThreshold
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auto BatteryThresholdChange = il2cpp_utils::MakeDelegate<UnityEngine::Events::UnityAction_1<float>*>(
UnityEngine::UI::Toggle* CrashOnOver5PerBattery = QuestUI::BeatSaberUI::CreateToggle(container->get_transform(), "Crash the game if you have more battery life than the threshold above", getConfig().config["CrashOnOver5PerBattery"].GetBool(), CrashOnOver5PerBatteryChange);
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QuestUI::BeatSaberUI::AddHoverHint(CrashOnOver5PerBattery->get_gameObject(), "You'll have to play Beat Saber while your Quest dies");
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// CrashOnPause
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/*
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auto CrashOnPauseChange = il2cpp_utils::MakeDelegate<UnityEngine::Events::UnityAction_1<bool>*>(
MAKE_HOOK_OFFSETLESS(RelativeScoreAndImmediateRankCounter_UpdateRelativeScoreAndImmediateRank, void, RelativeScoreAndImmediateRankCounter* self, int score, int modifiedscore, int maxscore, int maxmodfifiedscore) {
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