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Decompiled source of Movement Company v1.0.2
BepInEx/plugins/MovementCompany.dll
Decompiled 2 years 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 BepInEx.Logging; using GameNetcodeStuff; using HarmonyLib; using LC_API.ServerAPI; using Microsoft.CodeAnalysis; using MovementCompany.Component; using Unity.Netcode; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: TargetFramework(".NETFramework,Version=v4.6", FrameworkDisplayName = ".NET Framework 4.6")] [assembly: AssemblyCompany("MovementCompany")] [assembly: AssemblyConfiguration("Release")] [assembly: AssemblyDescription("Source moment")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("MovementCompany")] [assembly: AssemblyTitle("MovementCompany")] [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 MovementCompany { [BepInPlugin("MovementCompany", "MovementCompany", "1.0.0")] public class Plugin : BaseUnityPlugin { private Harmony _harmony = new Harmony("MovementCompany"); public static ManualLogSource Log; private void Awake() { Log = ((BaseUnityPlugin)this).Logger; ((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin MovementCompany is loaded!"); _harmony.PatchAll(); } public void OnDestroy() { //IL_0005: 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_0010: Expected O, but got Unknown GameObject val = new GameObject("MovementAdder"); Object.DontDestroyOnLoad((Object)val); val.AddComponent<MovementAdder>(); ModdedServer.SetServerModdedOnly(); } } public static class MyPluginInfo { public const string PLUGIN_GUID = "MovementCompany"; public const string PLUGIN_NAME = "MovementCompany"; public const string PLUGIN_VERSION = "1.0.0"; } } namespace MovementCompany.Component { internal class MovementAdder : MonoBehaviour { public void Update() { PlayerControllerB[] array = Object.FindObjectsOfType<PlayerControllerB>(); foreach (PlayerControllerB val in array) { if ((Object)(object)val != (Object)null && (Object)(object)((Component)val).gameObject.GetComponentInChildren<MovementScript>() == (Object)null && ((NetworkBehaviour)val).IsOwner && val.isPlayerControlled) { ((Component)val).gameObject.AddComponent<MovementScript>().myPlayer = val; Plugin.Log.LogMessage((object)"Gave player the movement script"); } } } } internal class MovementScript : MonoBehaviour { public PlayerControllerB myPlayer; private bool inAir; public static Vector3 wantedVelToAdd; public float jumpTime; private Vector3 previousForward; public void Update() { //IL_0170: Unknown result type (might be due to invalid IL or missing references) //IL_0175: Unknown result type (might be due to invalid IL or missing references) //IL_0185: Unknown result type (might be due to invalid IL or missing references) //IL_018a: Unknown result type (might be due to invalid IL or missing references) //IL_00f7: Unknown result type (might be due to invalid IL or missing references) //IL_0106: Unknown result type (might be due to invalid IL or missing references) //IL_010b: Unknown result type (might be due to invalid IL or missing references) //IL_0121: Unknown result type (might be due to invalid IL or missing references) //IL_0126: Unknown result type (might be due to invalid IL or missing references) //IL_0127: Unknown result type (might be due to invalid IL or missing references) //IL_0129: Unknown result type (might be due to invalid IL or missing references) //IL_012e: Unknown result type (might be due to invalid IL or missing references) //IL_0133: Unknown result type (might be due to invalid IL or missing references) //IL_00a1: Unknown result type (might be due to invalid IL or missing references) //IL_00a6: Unknown result type (might be due to invalid IL or missing references) //IL_00b3: Unknown result type (might be due to invalid IL or missing references) //IL_00bd: Unknown result type (might be due to invalid IL or missing references) //IL_00be: Unknown result type (might be due to invalid IL or missing references) //IL_00c3: Unknown result type (might be due to invalid IL or missing references) //IL_00c8: Unknown result type (might be due to invalid IL or missing references) //IL_0168: Unknown result type (might be due to invalid IL or missing references) //IL_0169: Unknown result type (might be due to invalid IL or missing references) //IL_0144: Unknown result type (might be due to invalid IL or missing references) //IL_0158: Unknown result type (might be due to invalid IL or missing references) //IL_015d: Unknown result type (might be due to invalid IL or missing references) //IL_0162: Unknown result type (might be due to invalid IL or missing references) if (myPlayer.playerBodyAnimator.GetBool("Jumping") && jumpTime < 0.1f) { myPlayer.fallValue = myPlayer.jumpForce; jumpTime += Time.deltaTime * 10f; } myPlayer.sprintMeter = 100f; if (!myPlayer.thisController.isGrounded && !myPlayer.isClimbingLadder) { if (!inAir) { inAir = true; Vector3 velocity = myPlayer.thisController.velocity; velocity.y = 0f; wantedVelToAdd += 0.006f * velocity; } wantedVelToAdd.y = 0f; myPlayer.thisController.Move(((Component)myPlayer).gameObject.transform.forward * ((Vector3)(ref wantedVelToAdd)).magnitude); Vector3 forward = ((Component)myPlayer).gameObject.transform.forward; Vector3 val = forward - previousForward; float num = 0.01f; if (((Vector3)(ref val)).magnitude > num) { wantedVelToAdd += new Vector3(0.0005f, 0.0005f, 0.0005f); } previousForward = forward; } else { wantedVelToAdd = Vector3.Lerp(wantedVelToAdd, Vector3.zero, Time.deltaTime * 4.2f); inAir = false; jumpTime = 0f; } _ = myPlayer.thisController.isGrounded; } } }