RUMBLE does not support other mod managers. If you want to use a manager, you must use the RUMBLE Mod Manager, a manager specifically designed for this game.
Decompiled source of LeftPoseHandFix v1.0.1
Mods/LeftPoseFix.dll
Decompiled 3 days agousing System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using HarmonyLib; using Il2CppInterop.Runtime.InteropTypes.Arrays; using Il2CppRUMBLE.Input; using Il2CppRUMBLE.Players.Subsystems; using Il2CppRUMBLE.Poses; using Il2CppSystem.Collections.Generic; using LeftPoseFix; using MelonLoader; using RumbleModdingAPI.RMAPI; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: MelonInfo(typeof(Main), "LeftPoseFix", "1.0.1", "GreyBeetle", null)] [assembly: MelonGame("Buckethead Entertainment", "RUMBLE")] [assembly: MelonColor(255, 0, 255, 255)] [assembly: MelonAuthorColor(255, 0, 255, 255)] [assembly: VerifyLoaderVersion(0, 6, 2, true)] [assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")] [assembly: AssemblyVersion("0.0.0.0")] namespace LeftPoseFix; public class Main : MelonMod { [HarmonyPatch(typeof(PlayerHandPresence), "UpdateHandPresenceAnimationStates")] private class Patch { private static void Prefix(ref PlayerHandPresence __instance, ref Hand hand, ref HandPresenceInput input) { //IL_0073: Unknown result type (might be due to invalid IL or missing references) //IL_0078: Unknown result type (might be due to invalid IL or missing references) //IL_00c0: Unknown result type (might be due to invalid IL or missing references) //IL_00c5: Unknown result type (might be due to invalid IL or missing references) if (sceneLoading || (Object)(object)((Component)__instance).transform.parent != (Object)(object)((Component)Players.GetLocalPlayerController()).transform) { return; } bool flag = false; for (int i = 0; i < inputSources.Count; i++) { Il2CppReferenceArray<PoseConfiguration> configurations = inputSources[i].poseSet.configurations; PoseData pose = ((Il2CppArrayBase<PoseConfiguration>)(object)configurations)[((Il2CppArrayBase<PoseConfiguration>)(object)configurations).Count - 1].Pose; PoseComparisonResult val = pose.IsDoingPose(Players.GetLocalPlayerController(), (ComparisonMethod)2); if (((PoseComparisonResult)(ref val)).IsValidPose) { flag = true; } } if (flag) { input = new HandPresenceInput(1f, 1f, 1f, 0f); } } } public static List<PoseInputSource> inputSources; public static bool sceneLoading = true; public override void OnLateInitializeMelon() { Actions.onMapInitialized += delegate { inputSources = ((Component)((Component)Players.GetLocalPlayerController()).gameObject.transform).GetComponentInChildren<PlayerPoseSystem>().currentInputPoses; sceneLoading = false; }; } public override void OnSceneWasLoaded(int buildIndex, string sceneName) { sceneLoading = true; } }