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Decompiled source of L4D2Survivors v2.0.0
BepInEx/plugins/lethal_l4d2.dll
Decompiled 2 years agousing System; using System.Diagnostics; using System.IO; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using HarmonyLib; using Microsoft.CodeAnalysis; using ModelReplacement; 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(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: IgnoresAccessChecksTo("Assembly-CSharp")] [assembly: AssemblyCompany("lethal_l4d2")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("lethal_l4d2")] [assembly: AssemblyTitle("lethal_l4d2")] [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; } } [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; } } } namespace L4D2Surv { public class L4D2Coach : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "coach"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class L4D2Gambler : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "gambler"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class L4D2Mechanic : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "mechanic"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class L4D2Producer : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "producer"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class L4D2Hulk : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "hulk"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class L4D1NamVet : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "namvet"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class L4D1Biker : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "biker"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class L4D1TeenAngst : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "teenangst"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class L4D1Manager : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "manager"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } [BepInPlugin("com.clifffw.l4d2surv", "L4D2Survivors", "2.0.0")] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] public class Plugin : BaseUnityPlugin { private void Awake() { //IL_00c9: Unknown result type (might be due to invalid IL or missing references) //IL_00cf: Expected O, but got Unknown Assets.PopulateAssets(); ModelReplacementAPI.RegisterSuitModelReplacement("Coach", typeof(L4D2Coach)); ModelReplacementAPI.RegisterSuitModelReplacement("Nick", typeof(L4D2Gambler)); ModelReplacementAPI.RegisterSuitModelReplacement("Ellis", typeof(L4D2Mechanic)); ModelReplacementAPI.RegisterSuitModelReplacement("Rochelle", typeof(L4D2Producer)); ModelReplacementAPI.RegisterSuitModelReplacement("Mr. Tankognito", typeof(L4D2Hulk)); ModelReplacementAPI.RegisterSuitModelReplacement("Bill", typeof(L4D1NamVet)); ModelReplacementAPI.RegisterSuitModelReplacement("Louis", typeof(L4D1Manager)); ModelReplacementAPI.RegisterSuitModelReplacement("Francis", typeof(L4D1Biker)); ModelReplacementAPI.RegisterSuitModelReplacement("Zoey", typeof(L4D1TeenAngst)); Harmony val = new Harmony("com.clifffw.l4d2surv"); val.PatchAll(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin com.clifffw.l4d2surv is loaded!"); } } public static class Assets { public static string mainAssetBundleName = "l4d2_survivors"; public static AssetBundle MainAssetBundle = null; private static string GetAssemblyName() { return Assembly.GetExecutingAssembly().GetName().Name.Replace(" ", "_"); } public static void PopulateAssets() { if ((Object)(object)MainAssetBundle == (Object)null) { Console.WriteLine(GetAssemblyName() + "." + mainAssetBundleName); using Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(GetAssemblyName() + "." + mainAssetBundleName); MainAssetBundle = AssetBundle.LoadFromStream(stream); } } } } namespace System.Runtime.CompilerServices { [AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)] internal sealed class IgnoresAccessChecksToAttribute : Attribute { public IgnoresAccessChecksToAttribute(string assemblyName) { } } }