Due to update 2.4.3, some mods may no longer function. FixedConfig may be necessary.
Decompiled source of FrictionlessArrows v1.0.1
FrictionlessArrows.dll
Decompiled a year agousing System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BoplFixedMath; using HarmonyLib; using Microsoft.CodeAnalysis; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: TargetFramework(".NETFramework,Version=v4.6", FrameworkDisplayName = ".NET Framework 4.6")] [assembly: AssemblyCompany("FrictonlessArrows")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyDescription("My first plugin")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("FrictonlessArrows")] [assembly: AssemblyTitle("FrictonlessArrows")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)] internal sealed class RefSafetyRulesAttribute : Attribute { public readonly int Version; public RefSafetyRulesAttribute(int P_0) { Version = P_0; } } } namespace MyFirstBoplPlugin { public static class PluginInfo { public const string PLUGIN_GUID = "FrictonlessArrows"; public const string PLUGIN_NAME = "FrictonlessArrows"; public const string PLUGIN_VERSION = "1.0.0"; } } namespace FrictonlessArrows { [BepInPlugin("com.Melon.FrictonlessArrows", "FrictonlessArrows", "1.0.0")] public class Plugin : BaseUnityPlugin { private void Awake() { //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000c: Expected O, but got Unknown //IL_003d: Unknown result type (might be due to invalid IL or missing references) //IL_004b: Expected O, but got Unknown //IL_007d: Unknown result type (might be due to invalid IL or missing references) //IL_008b: Expected O, but got Unknown Harmony val = new Harmony("com.Melon.FrictonlessArrows"); MethodInfo methodInfo = AccessTools.Method(typeof(BowTransform), "Shoot", (Type[])null, (Type[])null); MethodInfo methodInfo2 = AccessTools.Method(typeof(myPatches), "Shoot_bowtrans_myplug", (Type[])null, (Type[])null); val.Patch((MethodBase)methodInfo, new HarmonyMethod(methodInfo2), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); methodInfo = AccessTools.Method(typeof(BowTransform), "Awake", (Type[])null, (Type[])null); methodInfo2 = AccessTools.Method(typeof(myPatches), "Awake_bowtrans_myplug", (Type[])null, (Type[])null); val.Patch((MethodBase)methodInfo, new HarmonyMethod(methodInfo2), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); } } public class myPatches { public static bool Shoot_bowtrans_myplug(Vec2 dir, BowTransform __instance, ref Fix ___ArrowSpeed, ref PlayerBody ___body, ref RingBuffer<BoplBody> ___Arrows, ref BoplBody ___Arrow, ref bool ___hasFired, ref Vec2 ___FirepointOffset, ref Fix ___TimeBeforeArrowsHurtOwner, ref int ___loadingFrame, ref PlayerInfo ___playerInfo, ref int ___maxNumberOfArrows) { //IL_0003: Unknown result type (might be due to invalid IL or missing references) //IL_000a: Unknown result type (might be due to invalid IL or missing references) //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_0016: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_0029: Unknown result type (might be due to invalid IL or missing references) //IL_002e: Unknown result type (might be due to invalid IL or missing references) //IL_0033: Unknown result type (might be due to invalid IL or missing references) //IL_0038: Unknown result type (might be due to invalid IL or missing references) //IL_003c: Unknown result type (might be due to invalid IL or missing references) //IL_003f: Unknown result type (might be due to invalid IL or missing references) //IL_004d: Unknown result type (might be due to invalid IL or missing references) //IL_0052: Unknown result type (might be due to invalid IL or missing references) //IL_005f: Unknown result type (might be due to invalid IL or missing references) //IL_009e: Unknown result type (might be due to invalid IL or missing references) //IL_00a3: Unknown result type (might be due to invalid IL or missing references) //IL_00a9: Unknown result type (might be due to invalid IL or missing references) //IL_00ab: Unknown result type (might be due to invalid IL or missing references) //IL_00b0: Unknown result type (might be due to invalid IL or missing references) //IL_00b7: Unknown result type (might be due to invalid IL or missing references) //IL_00bc: Unknown result type (might be due to invalid IL or missing references) //IL_00c1: Unknown result type (might be due to invalid IL or missing references) //IL_00ce: Unknown result type (might be due to invalid IL or missing references) Vec2 val = ___body.position + ___FirepointOffset.x * ___body.right + ___FirepointOffset.y * ___body.up; BoplBody val2 = FixTransform.InstantiateFixed<BoplBody>(___Arrow, val, ___body.rotation); val2.gravityScale = (Fix)0L; val2.Scale = ___body.fixtrans.Scale; ___Arrows.Add(val2); ((Component)val2).GetComponent<IPlayerIdHolder>().SetPlayerId(___playerInfo.playerId); ((Renderer)((Component)val2).GetComponent<SpriteRenderer>()).material = ___playerInfo.playerMaterial; ___ArrowSpeed = (Fix)30L; val2.StartVelocity = dir * ___ArrowSpeed + ___body.selfImposedVelocity; ((Component)val2).GetComponent<Projectile>().DelayedEnableHurtOwner(___TimeBeforeArrowsHurtOwner); ___hasFired = true; return false; } public static bool Awake_bowtrans_myplug(BowTransform __instance, ref int ___maxNumberOfArrows) { ___maxNumberOfArrows = 5000; return true; } } }