Decompiled source of Invmode v1.1.2

Mods/invmenu bonelab mod.dll

Decompiled 5 days ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BoneLib.BoneMenu;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using InvisMod;
using MelonLoader;
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(Core), "InvisMenu", "1.0.0", "", null)]
[assembly: MelonGame("Stress Level Zero", "BONELAB")]
[assembly: AssemblyTitle("invmenu bonelab mod")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("invmenu bonelab mod")]
[assembly: AssemblyCopyright("Copyright ©  2026")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("503e67d5-33fb-44ba-aa61-aa966a781b5e")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace InvisMod;

public class Core : MelonMod
{
	private static bool invisible;

	public override void OnInitializeMelon()
	{
		//IL_000b: Unknown result type (might be due to invalid IL or missing references)
		//IL_001e: Unknown result type (might be due to invalid IL or missing references)
		Page val = Page.Root.CreatePage("Mods", Color.white, 0, true);
		val.CreateBool("Invisible", Color.white, false, (Action<bool>)ToggleInvisible);
	}

	private static void ToggleInvisible(bool value)
	{
		invisible = value;
		GameObject val = GameObject.Find("Player");
		if (!((Object)(object)val == (Object)null))
		{
			Renderer[] array = Il2CppArrayBase<Renderer>.op_Implicit(val.GetComponentsInChildren<Renderer>(true));
			Renderer[] array2 = array;
			foreach (Renderer val2 in array2)
			{
				val2.enabled = !invisible;
			}
		}
	}
}