diff --git a/Source/Client/MultiplayerStatic.cs b/Source/Client/MultiplayerStatic.cs index df943b0b..34ce2342 100644 --- a/Source/Client/MultiplayerStatic.cs +++ b/Source/Client/MultiplayerStatic.cs @@ -353,7 +353,8 @@ void TryPatch(MethodBase original, HarmonyMethod prefix = null, HarmonyMethod po var canEverSpectate = typeof(RitualRoleAssignments).GetMethod(nameof(RitualRoleAssignments.CanEverSpectate)); var effectMethods = new MethodBase[] { subSustainerStart, sampleCtor, subSoundPlay, effecterTick, effecterTrigger, effecterCleanup, randomBoltMesh, drawTrackerCtor, randomHair }; - var moteMethods = typeof(MoteMaker).GetMethods(BindingFlags.Static | BindingFlags.Public); + var moteMethods = typeof(MoteMaker).GetMethods(BindingFlags.Static | BindingFlags.Public) + .Concat(typeof(CompCableConnection.Cable).GetMethod(nameof(CompCableConnection.Cable.Tick))); var fleckMethods = typeof(FleckMaker).GetMethods(BindingFlags.Static | BindingFlags.Public) .Where(m => m.ReturnType == typeof(void)) .Concat(typeof(FleckManager).GetMethods() // FleckStatic uses Rand in Setup method, FleckThrown uses RandomInRange in TimeInterval. May as well catch all in case mods do the same.