using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using Il2CppSLZ.Marrow;
using MelonLoader;
using Microsoft.CodeAnalysis;
using RecoilMod;
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(Class1), "RecoilMod", "1.0.0", "Gorvert", null)]
[assembly: MelonGame("Stress Level Zero", "BONELAB")]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("RecoilMod")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("RecoilMod")]
[assembly: AssemblyTitle("RecoilMod")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
internal sealed class NullableAttribute : Attribute
{
public readonly byte[] NullableFlags;
public NullableAttribute(byte P_0)
{
NullableFlags = new byte[1] { P_0 };
}
public NullableAttribute(byte[] P_0)
{
NullableFlags = P_0;
}
}
}
namespace RecoilMod
{
public class Class1 : MelonMod
{
private List<Gun> gunList = new List<Gun>();
public override void OnLateUpdate()
{
Gun[] array = Il2CppArrayBase<Gun>.op_Implicit(Object.FindObjectsOfType<Gun>());
Gun[] array2 = array;
foreach (Gun val in array2)
{
if ((Object)(object)val != (Object)null && !gunList.Contains(val))
{
gunList.Add(val);
val.defaultCartridge.projectile.mass = val.defaultCartridge.projectile.mass * 2f;
}
}
}
}
}