Somewhere there is a timer. If I had to guess, I'd say you're in the wrong place and need to look in the DrawHudRadar() function, wherever that is.
The code you posted calls DrawHudRadar(), returns it, and that's it. Somewhere else, that function is defined, and that will tell you how it behaves and why it disappears.
I don't have VK (nor do I want it) so I can't tell you more than that without you downloading the flash and dropboxing it for me.
I searched and found that only with the name you spoke tried to change over again to no avail .class public auto ansi beforefieldinit PlayerNames
extends [UnityEngine]UnityEngine.MonoBehaviour
{
.field private static bool show
.field private class [UnityEngine]UnityEngine.GameObject LocalPlayer
.field private valuetype [UnityEngine]UnityEngine.Color a
.field private class [UnityEngine]UnityEngine.Texture2D tRed
.field private class [UnityEngine]UnityEngine.Texture2D tYellow
.field private class [UnityEngine]UnityEngine.Texture2D tWhite
.field private class [UnityEngine]UnityEngine.Texture2D tRadar
.field private valuetype [UnityEngine]UnityEngine.Rect rRadar
.field public static bool hideradar
.method private specialname rtspecialname static void .cctor () cil managed
{
IL_0000: ldc.i4.1
IL_0001: stsfld bool PlayerNames::show
IL_0006: ret
}
.method public hidebysig specialname rtspecialname instance void .ctor () cil managed
{
IL_0000: ldarg.0
IL_0001: ldc.r4 1
IL_0006: ldc.r4 1
IL_000b: ldc.r4 1
IL_0010: ldc.r4 0.75
IL_0015: newobj instance void [UnityEngine]UnityEngine.Color::.ctor(float32, float32, float32, float32)
IL_001a: stfld valuetype [UnityEngine]UnityEngine.Color PlayerNames::a
IL_001f: ldarg.0
IL_0020: call instance void [UnityEngine]UnityEngine.MonoBehaviour::.ctor()
IL_0025: ret
}
.method private hidebysig instance void DrawHudName () cil managed
{
.locals init (
[0] int32 V_0
)
IL_0000: ldarg.0
IL_0001: ldfld valuetype [UnityEngine]UnityEngine.Color PlayerNames::a
IL_0006: call void [UnityEngine]UnityEngine.GUI::set_color(valuetype [UnityEngine]UnityEngine.Color)
IL_000b: ldc.i4.0
IL_000c: stloc.0
IL_000d: br IL_0091
.loop
{
IL_0012: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_0017: ldloc.0
IL_0018: ldelem.ref
IL_0019: brtrue IL_0023
IL_001e: br IL_008d
IL_0023: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_0028: ldloc.0
IL_0029: ldelem.ref
IL_002a: ldfld class [UnityEngine]UnityEngine.GameObject AssemblyCSharp.CPlayerData::go
IL_002f: ldnull
IL_0030: call bool [UnityEngine]UnityEngine.Object::op_Equality(class [UnityEngine]UnityEngine.Object, class [UnityEngine]UnityEngine.Object)
IL_0035: brfalse IL_003f
IL_003a: br IL_008d
IL_003f: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_0044: ldloc.0
IL_0045: ldelem.ref
IL_0046: ldfld int32 AssemblyCSharp.CPlayerData::Team
IL_004b: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_0050: ldsfld int32 Client::ID
IL_0055: ldelem.ref
IL_0056: ldfld int32 AssemblyCSharp.CPlayerData::Team
IL_005b: beq IL_0065
IL_0060: br IL_008d
IL_0065: ldarg.0
IL_0066: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_006b: ldloc.0
IL_006c: ldelem.ref
IL_006d: ldfld class [UnityEngine]UnityEngine.GameObject AssemblyCSharp.CPlayerData::go
IL_0072: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
IL_0077: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_position()
IL_007c: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_0081: ldloc.0
IL_0082: ldelem.ref
IL_0083: ldfld string AssemblyCSharp.CPlayerData::Name
IL_0088: call instance void PlayerNames::DrawPlayerName(valuetype [UnityEngine]UnityEngine.Vector3, string)
IL_008d: ldloc.0
IL_008e: ldc.i4.1
IL_008f: add
IL_0090: stloc.0
IL_0091: ldloc.0
IL_0092: ldc.i4.s 16
IL_0094: blt IL_0012
}
IL_0099: call valuetype [UnityEngine]UnityEngine.Color [UnityEngine]UnityEngine.Color::get_white()
IL_009e: call void [UnityEngine]UnityEngine.GUI::set_color(valuetype [UnityEngine]UnityEngine.Color)
IL_00a3: ret
}
.method private hidebysig instance void DrawHudRadar () cil managed
{
.locals init (
[0] float32 V_0,
[1] valuetype [UnityEngine]UnityEngine.Matrix4x4 V_1,
[2] int32 V_2,
[3] valuetype [UnityEngine]UnityEngine.Quaternion V_3,
[4] valuetype [UnityEngine]UnityEngine.Vector3 V_4,
[5] valuetype [UnityEngine]UnityEngine.Vector2 V_5,
[6] valuetype [UnityEngine]UnityEngine.Vector2 V_6
)
IL_0000: ldsfld bool PlayerNames::hideradar
IL_0005: brfalse IL_000b
IL_000a: ret
IL_000b: ldarg.0
IL_000c: ldfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
IL_0011: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
IL_0016: callvirt instance valuetype [UnityEngine]UnityEngine.Quaternion [UnityEngine]UnityEngine.Transform::get_localRotation()
IL_001b: stloc.3
IL_001c: ldloca.s V_3
IL_001e: call instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Quaternion::get_eulerAngles()
IL_0023: stloc.s V_4
IL_0025: ldloca.s V_4
IL_0027: ldfld float32 [UnityEngine]UnityEngine.Vector3::y
IL_002c: stloc.0
IL_002d: ldarg.0
IL_002e: ldfld valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
IL_0033: ldarg.0
IL_0034: ldfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tRadar
IL_0039: call void [UnityEngine]UnityEngine.GUI::DrawTexture(valuetype [UnityEngine]UnityEngine.Rect, class [UnityEngine]UnityEngine.Texture)
IL_003e: call valuetype [UnityEngine]UnityEngine.Matrix4x4 [UnityEngine]UnityEngine.GUI::get_matrix()
IL_0043: stloc.1
IL_0044: ldc.r4 360
IL_0049: ldloc.0
IL_004a: sub
IL_004b: ldarg.0
IL_004c: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
IL_0051: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
IL_0056: stloc.s V_5
IL_0058: ldloca.s V_5
IL_005a: ldfld float32 [UnityEngine]UnityEngine.Vector2::x
IL_005f: ldarg.0
IL_0060: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
IL_0065: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
IL_006a: stloc.s V_6
IL_006c: ldloca.s V_6
IL_006e: ldfld float32 [UnityEngine]UnityEngine.Vector2::y
IL_0073: newobj instance void [UnityEngine]UnityEngine.Vector2::.ctor(float32, float32)
IL_0078: call void [UnityEngine]UnityEngine.GUIUtility::RotateAroundPivot(float32, valuetype [UnityEngine]UnityEngine.Vector2)
IL_007d: ldc.i4.0
IL_007e: stloc.2
IL_007f: br IL_00f7
.loop
{
IL_0084: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_0089: ldloc.2
IL_008a: ldelem.ref
IL_008b: brtrue IL_0095
IL_0090: br IL_00f3
IL_0095: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_009a: ldloc.2
IL_009b: ldelem.ref
IL_009c: ldfld class [UnityEngine]UnityEngine.GameObject AssemblyCSharp.CPlayerData::go
IL_00a1: ldnull
IL_00a2: call bool [UnityEngine]UnityEngine.Object::op_Equality(class [UnityEngine]UnityEngine.Object, class [UnityEngine]UnityEngine.Object)
IL_00a7: brfalse IL_00b1
IL_00ac: br IL_00f3
IL_00b1: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_00b6: ldloc.2
IL_00b7: ldelem.ref
IL_00b8: ldfld int32 AssemblyCSharp.CPlayerData::Team
IL_00bd: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_00c2: ldsfld int32 Client::ID
IL_00c7: ldelem.ref
IL_00c8: ldfld int32 AssemblyCSharp.CPlayerData::Team
IL_00cd: beq IL_00d7
IL_00d2: br IL_00f3
IL_00d7: ldarg.0
IL_00d8: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_00dd: ldloc.2
IL_00de: ldelem.ref
IL_00df: ldfld class [UnityEngine]UnityEngine.GameObject AssemblyCSharp.CPlayerData::go
IL_00e4: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
IL_00e9: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_position()
IL_00ee: call instance void PlayerNames::DrawPlayerRadar(valuetype [UnityEngine]UnityEngine.Vector3)
IL_00f3: ldloc.2
IL_00f4: ldc.i4.1
IL_00f5: add
IL_00f6: stloc.2
IL_00f7: ldloc.2
IL_00f8: ldc.i4.s 16
IL_00fa: blt IL_0084
}
IL_00ff: ldloc.1
IL_0100: call void [UnityEngine]UnityEngine.GUI::set_matrix(valuetype [UnityEngine]UnityEngine.Matrix4x4)
IL_0105: ret
}
.method private hidebysig instance void DrawPlayerName (
valuetype [UnityEngine]UnityEngine.Vector3 p,
string name
) cil managed
{
.locals init (
[0] valuetype [UnityEngine]UnityEngine.Vector3 V_0,
[1] float32 V_1
)
IL_0000: ldarga.s p
IL_0002: ldarga.s p
IL_0004: ldfld float32 [UnityEngine]UnityEngine.Vector3::y
IL_0009: ldc.r4 2.5
IL_000e: add
IL_000f: stfld float32 [UnityEngine]UnityEngine.Vector3::y
IL_0014: call class [UnityEngine]UnityEngine.Camera [UnityEngine]UnityEngine.Camera::get_mainCamera()
IL_0019: ldarg.1
IL_001a: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Camera::WorldToScreenPoint(valuetype [UnityEngine]UnityEngine.Vector3)
IL_001f: stloc.0
IL_0020: ldloca.s V_0
IL_0022: call int32 [UnityEngine]UnityEngine.Screen::get_height()
IL_0027: conv.r4
IL_0028: ldloca.s V_0
IL_002a: ldfld float32 [UnityEngine]UnityEngine.Vector3::y
IL_002f: sub
IL_0030: stfld float32 [UnityEngine]UnityEngine.Vector3::y
IL_0035: ldarg.1
IL_0036: ldarg.0
IL_0037: ldfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
IL_003c: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
IL_0041: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_position()
IL_0046: call valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::op_Subtraction(valuetype [UnityEngine]UnityEngine.Vector3, valuetype [UnityEngine]UnityEngine.Vector3)
IL_004b: ldarg.0
IL_004c: ldfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
IL_0051: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
IL_0056: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_forward()
IL_005b: call float32 [UnityEngine]UnityEngine.Vector3::Angle(valuetype [UnityEngine]UnityEngine.Vector3, valuetype [UnityEngine]UnityEngine.Vector3)
IL_0060: stloc.1
IL_0061: ldloc.1
IL_0062: ldc.r4 90
IL_0067: bge.un IL_00ba
IL_006c: ldloca.s V_0
IL_006e: ldfld float32 [UnityEngine]UnityEngine.Vector3::z
IL_0073: ldc.r4 0.0
IL_0078: ble.un IL_00ba
IL_007d: ldloca.s V_0
IL_007f: ldfld float32 [UnityEngine]UnityEngine.Vector3::x
IL_0084: ldc.r4 100
IL_0089: call float32 GUI2::YRES(float32)
IL_008e: sub
IL_008f: ldloca.s V_0
IL_0091: ldfld float32 [UnityEngine]UnityEngine.Vector3::y
IL_0096: ldc.r4 200
IL_009b: call float32 GUI2::YRES(float32)
IL_00a0: ldc.r4 20
IL_00a5: call float32 GUI2::YRES(float32)
IL_00aa: newobj instance void [UnityEngine]UnityEngine.Rect::.ctor(float32, float32, float32, float32)
IL_00af: ldarg.2
IL_00b0: ldc.i4.4
IL_00b1: ldc.i4.1
IL_00b2: ldc.i4.0
IL_00b3: ldc.i4.8
IL_00b4: ldc.i4.1
IL_00b5: call void GUI2::DrawTextRes(valuetype [UnityEngine]UnityEngine.Rect, string, valuetype [UnityEngine]UnityEngine.TextAnchor, valuetype UnityEngine._Color, int32, int32, bool)
IL_00ba: ret
}
.method private hidebysig instance void DrawPlayerRadar (
valuetype [UnityEngine]UnityEngine.Vector3 p
) cil managed
{
.locals init (
[0] valuetype [UnityEngine]UnityEngine.Vector3 V_0,
[1] float32 V_1,
[2] float32 V_2,
[3] float32 V_3,
[4] valuetype [UnityEngine]UnityEngine.Vector3 V_4,
[5] valuetype [UnityEngine]UnityEngine.Vector2 V_5,
[6] valuetype [UnityEngine]UnityEngine.Vector2 V_6,
[7] valuetype [UnityEngine]UnityEngine.Vector2 V_7,
[8] valuetype [UnityEngine]UnityEngine.Vector2 V_8
)
IL_0000: ldarg.0
IL_0001: ldfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
IL_0006: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
IL_000b: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_position()
IL_0010: ldarg.1
IL_0011: call valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::op_Subtraction(valuetype [UnityEngine]UnityEngine.Vector3, valuetype [UnityEngine]UnityEngine.Vector3)
IL_0016: stloc.0
IL_0017: ldc.r4 48
IL_001c: stloc.1
IL_001d: ldc.r4 1
IL_0022: stloc.2
IL_0023: call valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::get_zero()
IL_0028: ldloc.0
IL_0029: call float32 [UnityEngine]UnityEngine.Vector3::Distance(valuetype [UnityEngine]UnityEngine.Vector3, valuetype [UnityEngine]UnityEngine.Vector3)
IL_002e: stloc.3
IL_002f: ldloc.3
IL_0030: ldloc.1
IL_0031: ble.un IL_00b5
IL_0036: ldloca.s V_0
IL_0038: call instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::get_normalized()
IL_003d: ldloc.1
IL_003e: call valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::op_Multiply(valuetype [UnityEngine]UnityEngine.Vector3, float32)
IL_0043: stloc.s V_4
IL_0045: ldarg.0
IL_0046: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
IL_004b: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
IL_0050: stloc.s V_5
IL_0052: ldloca.s V_5
IL_0054: ldfld float32 [UnityEngine]UnityEngine.Vector2::x
IL_0059: ldloca.s V_4
IL_005b: ldfld float32 [UnityEngine]UnityEngine.Vector3::x
IL_0060: neg
IL_0061: call float32 GUI2::YRES(float32)
IL_0066: ldloc.2
IL_0067: mul
IL_0068: add
IL_0069: ldarg.0
IL_006a: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
IL_006f: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
IL_0074: stloc.s V_6
IL_0076: ldloca.s V_6
IL_0078: ldfld float32 [UnityEngine]UnityEngine.Vector2::y
IL_007d: ldloca.s V_4
IL_007f: ldfld float32 [UnityEngine]UnityEngine.Vector3::z
IL_0084: call float32 GUI2::YRES(float32)
IL_0089: ldloc.2
IL_008a: mul
IL_008b: add
IL_008c: ldc.r4 2
IL_0091: call float32 GUI2::YRES(float32)
IL_0096: ldc.r4 2
IL_009b: call float32 GUI2::YRES(float32)
IL_00a0: newobj instance void [UnityEngine]UnityEngine.Rect::.ctor(float32, float32, float32, float32)
IL_00a5: ldarg.0
IL_00a6: ldfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tYellow
IL_00ab: call void [UnityEngine]UnityEngine.GUI::DrawTexture(valuetype [UnityEngine]UnityEngine.Rect, class [UnityEngine]UnityEngine.Texture)
IL_00b0: br IL_0120
IL_00b5: ldarg.0
IL_00b6: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
IL_00bb: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
IL_00c0: stloc.s V_7
IL_00c2: ldloca.s V_7
IL_00c4: ldfld float32 [UnityEngine]UnityEngine.Vector2::x
IL_00c9: ldloca.s V_0
IL_00cb: ldfld float32 [UnityEngine]UnityEngine.Vector3::x
IL_00d0: neg
IL_00d1: call float32 GUI2::YRES(float32)
IL_00d6: ldloc.2
IL_00d7: mul
IL_00d8: add
IL_00d9: ldarg.0
IL_00da: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
IL_00df: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
IL_00e4: stloc.s V_8
IL_00e6: ldloca.s V_8
IL_00e8: ldfld float32 [UnityEngine]UnityEngine.Vector2::y
IL_00ed: ldloca.s V_0
IL_00ef: ldfld float32 [UnityEngine]UnityEngine.Vector3::z
IL_00f4: call float32 GUI2::YRES(float32)
IL_00f9: ldloc.2
IL_00fa: mul
IL_00fb: add
IL_00fc: ldc.r4 2
IL_0101: call float32 GUI2::YRES(float32)
IL_0106: ldc.r4 2
IL_010b: call float32 GUI2::YRES(float32)
IL_0110: newobj instance void [UnityEngine]UnityEngine.Rect::.ctor(float32, float32, float32, float32)
IL_0115: ldarg.0
IL_0116: ldfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tWhite
IL_011b: call void [UnityEngine]UnityEngine.GUI::DrawTexture(valuetype [UnityEngine]UnityEngine.Rect, class [UnityEngine]UnityEngine.Texture)
IL_0120: ret
}
.method private hidebysig instance void OnGUI () cil managed
{
IL_0000: ldsfld bool PlayerNames::show
IL_0005: brtrue IL_000b
IL_000a: ret
IL_000b: ldsfld int32 Client::ID
IL_0010: ldc.i4.m1
IL_0011: bne.un IL_0017
IL_0016: ret
IL_0017: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
IL_001c: ldsfld int32 Client::ID
IL_0021: ldelem.ref
IL_0022: brtrue IL_0028
IL_0027: ret
IL_0028: ldarg.0
IL_0029: call instance void PlayerNames::DrawHudName()
IL_002e: ldarg.0
IL_002f: call instance void PlayerNames::DrawHudRadar()
IL_0034: ret
}
.method public hidebysig instance void OnResize () cil managed
{
IL_0000: ldarg.0
IL_0001: call int32 [UnityEngine]UnityEngine.Screen::get_width()
IL_0006: conv.r4
IL_0007: ldc.r4 104
IL_000c: call float32 GUI2::YRES(float32)
IL_0011: sub
IL_0012: ldc.r4 8
IL_0017: call float32 GUI2::YRES(float32)
IL_001c: ldc.r4 96
IL_0021: call float32 GUI2::YRES(float32)
IL_0026: ldc.r4 96
IL_002b: call float32 GUI2::YRES(float32)
IL_0030: newobj instance void [UnityEngine]UnityEngine.Rect::.ctor(float32, float32, float32, float32)
IL_0035: stfld valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
IL_003a: ret
}
.method public hidebysig instance void PostAwake () cil managed
{
IL_0000: ldarg.0
IL_0001: ldstr "LocalPlayer"
IL_0006: call class [UnityEngine]UnityEngine.GameObject [UnityEngine]UnityEngine.GameObject::Find(string)
IL_000b: stfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
IL_0010: ldarg.0
IL_0011: ldstr "red"
IL_0016: call class [UnityEngine]UnityEngine.Texture2D TEX::GetTextureByName(string)
IL_001b: stfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tRed
IL_0020: ldarg.0
IL_0021: ldstr "white"
IL_0026: call class [UnityEngine]UnityEngine.Texture2D TEX::GetTextureByName(string)
IL_002b: stfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tWhite
IL_0030: ldarg.0
IL_0031: ldstr "yellow"
IL_0036: call class [UnityEngine]UnityEngine.Texture2D TEX::GetTextureByName(string)
IL_003b: stfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tYellow
IL_0040: ldarg.0
IL_0041: ldstr "warradar"
IL_0046: call class [UnityEngine]UnityEngine.Texture2D TEX::GetTextureByName(string)
IL_004b: stfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tRadar
IL_0050: ldarg.0
IL_0051: call instance void PlayerNames::OnResize()
IL_0056: ret
}
.method public hidebysig static void SetActive (
bool val
) cil managed
{
IL_0000: ldarg.0
IL_0001: stsfld bool PlayerNames::show
IL_0006: ret
}
}