Find location and name of Monument Markers

I'd like to iterate monument markers, get their name, and their position (from PrefabData as per https://wiki.facepunch.com/rust/Utility_Prefabs#custommonumentmarkers)
https://wiki.facepunch.com/rust/Map_Data#dataformat

This returns all "monuments", and in that list I can see the item has a name of "assets/bundled/prefabs/modding/monument_marker.prefab"

MonumentInfo[] monuments = UnityEngine.Object.FindObjectsOfType<MonumentInfo>();​

How am I able to get the PrefabData for this item, in order to get it's location?

I suggest looping TerrainMeta.Path.Monuments rather than UnityEngine.Object.FindObjectsOfType which is extremely slow and AFAIK never necessary. Each MonumentInfo object has a transform property from which you can get the position and rotation. The name can be used to determine which type of monument it is.

AaxTSKtMtfcooqv.jpg WhiteThunder

I suggest looping TerrainMeta.Path.Monuments rather than UnityEngine.Object.FindObjectsOfType which is extremely slow and AFAIK never necessary. Each MonumentInfo object has a transform property from which you can get the position and rotation. The name can be used to determine which type of monument it is.

Thanks. The name unfortunately just returns "assets/bundled/prefabs/modding/monument_marker.prefab", and the "displayPhrase.english" doesnt return the display name set in the map marker.
Maybe TerrainMeta.Path.Monuments will work better.

Is there somewhere I can view any class definitions/apis for these classes?

 

I have until this point been hacking using Reflection to see what's available.

That's the approach I've used for procedural maps. Is this a custom map? Here is a plugin I made which uses MonumentInfo.name which correctly identifies monuments. Only tested on procedural maps.
https://github.com/WheteThunger/MonumentAddons/blob/master/MonumentAddons.cs

If you download the Rust dedicated server from Steam, there is a path like Rust_Dedicated/Managed or something which contains Assembly-CSharp.dll which you can open with a decompiler such as ILSpy or DnSpy. Can also make a project with an IDE such as Visual Studio, add the DLLs as a reference, and then browse properties and methods without viewing the source.

upkWmCuvyyZI72e.jpg WhiteThunder

That's the approach I've used for procedural maps. Is this a custom map? Here is a plugin I made which uses MonumentInfo.name which correctly identifies monuments. Only tested on procedural maps.
https://github.com/WheteThunger/MonumentAddons/blob/master/MonumentAddons.cs

If you download the Rust dedicated server from Steam, there is a path like Rust_Dedicated/Managed or something which contains Assembly-CSharp.dll which you can open with a decompiler such as ILSpy or DnSpy. Can also make a project with an IDE such as Visual Studio, add the DLLs as a reference, and then browse properties and methods without viewing the source.

Good shout, i've been hacking in text files up till now but i should probably go the whole hog and install VS Community.

Thanks!