using 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 BepInEx.Unity.IL2CPP;
using GTFO.API;
using GameData;
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(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("nodelay")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("nodelay")]
[assembly: AssemblyTitle("nodelay")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
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;
}
}
}
internal class nodelay : MonoBehaviour
{
public static void Initialize()
{
ArchetypeDataBlock block = GameDataBlockBase<ArchetypeDataBlock>.GetBlock(22u);
block.SpecialChargetupTime = 0f;
ArchetypeDataBlock block2 = GameDataBlockBase<ArchetypeDataBlock>.GetBlock(23u);
block2.SpecialChargetupTime = 0f;
ArchetypeDataBlock block3 = GameDataBlockBase<ArchetypeDataBlock>.GetBlock(59u);
block3.SpecialChargetupTime = 0f;
ArchetypeDataBlock block4 = GameDataBlockBase<ArchetypeDataBlock>.GetBlock(21u);
block4.SpecialChargetupTime = 0f;
ArchetypeDataBlock block5 = GameDataBlockBase<ArchetypeDataBlock>.GetBlock(65u);
block5.SpecialChargetupTime = 0f;
}
}
namespace ModShotgun
{
[BepInPlugin("domsinkf.nodelay", "nodelay", "0.0.1")]
internal sealed class EntryPoint : BasePlugin
{
public const string MODNAME = "nodelay";
public override void Load()
{
((BasePlugin)this).Log.LogMessage((object)"Loading nodelay");
((BasePlugin)this).AddComponent<nodelay>();
EventAPI.OnAssetsLoaded += nodelay.Initialize;
((BasePlugin)this).Log.LogMessage((object)"Loaded nodelay");
}
}
}