Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Decompiled source of RestoreVanillaVision v1.2.1
RestoreVanillaVision/RestoredVanillaVision.dll
Decompiled 2 weeks agousing System; using System.Diagnostics; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Configuration; using GameNetcodeStuff; using HarmonyLib; using LethalConfig; using LethalConfig.ConfigItems; using Microsoft.CodeAnalysis; using Unity.Netcode; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("RestoredVanillaVision")] [assembly: AssemblyConfiguration("Release")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("RestoredVanillaVision")] [assembly: AssemblyTitle("RestoredVanillaVision")] [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; } } [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)] internal sealed class NullableContextAttribute : Attribute { public readonly byte Flag; public NullableContextAttribute(byte P_0) { Flag = P_0; } } } [HarmonyPatch(typeof(NetworkManager))] internal static class NetworkPrefabPatch2 { private static readonly string MOD_GUID = "blubbpaule.restorevision"; [HarmonyPostfix] [HarmonyPatch("SetSingleton")] private static void RegisterPrefab() { //IL_000f: Unknown result type (might be due to invalid IL or missing references) //IL_0015: Expected O, but got Unknown //IL_0017: 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) GameObject val = new GameObject(MOD_GUID + " Prefab"); ((Object)val).hideFlags = (HideFlags)(((Object)val).hideFlags | 0x3D); Object.DontDestroyOnLoad((Object)(object)val); NetworkObject obj = val.AddComponent<NetworkObject>(); typeof(NetworkObject).GetField("GlobalObjectIdHash", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(obj, GetHash(MOD_GUID)); NetworkManager.Singleton.PrefabHandler.AddNetworkPrefab(val); static uint GetHash(string value) { return value?.Aggregate(17u, (uint current, char c) => (current * 31) ^ c) ?? 0; } } } [BepInPlugin("blubbpaule.restorevision", "Restore Vanilla Vision", "1.2.0")] [BepInDependency(/*Could not decode attribute arguments.*/)] public class Plugin : BaseUnityPlugin { public static ConfigEntry<bool> PreV80Lighting; private static bool LastState; private void Awake() { //IL_0026: Unknown result type (might be due to invalid IL or missing references) //IL_0030: Expected O, but got Unknown //IL_0044: Unknown result type (might be due to invalid IL or missing references) PreV80Lighting = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "RestoreVanillaVision", true, "Enable for brighter pre-v80 lighting. Disable for darker v80-style lighting."); LethalConfigManager.AddConfigItem((BaseConfigItem)new BoolCheckBoxConfigItem(PreV80Lighting, false)); LastState = PreV80Lighting.Value; new Harmony("blubbpaule.restorevision").PatchAll(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"Restore Vanilla Vision loaded. Eating carrots for better vision"); } private void Update() { if (PreV80Lighting.Value != LastState) { LastState = PreV80Lighting.Value; PlayerControllerB val = GameNetworkManager.Instance?.localPlayerController; if ((Object)(object)val != (Object)null) { ApplyLighting(val); } } } public static void ApplyLighting(PlayerControllerB player) { if (!((Object)(object)player.nightVision == (Object)null)) { Light nightVision = player.nightVision; if (PreV80Lighting.Value) { nightVision.type = (LightType)2; nightVision.intensity = 366.9317f; nightVision.range = 110f; nightVision.shadowStrength = 0f; } else { nightVision.type = (LightType)2; nightVision.intensity = 200f; nightVision.range = 20f; nightVision.shadowStrength = 0f; } } } } [HarmonyPatch(typeof(PlayerControllerB), "SetNightVisionEnabled")] public class NightVisionPatch { [HarmonyPostfix] private static void Postfix(PlayerControllerB __instance) { if ((Object)(object)__instance.nightVision != (Object)null && ((Behaviour)__instance.nightVision).enabled) { Plugin.ApplyLighting(__instance); } } }