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Decompiled source of DoomReloadSFX v1.1.0
DoomReload.dll
Decompiled 2 years agousing System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Logging; using DoomReload.Patches; using HarmonyLib; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: AssemblyTitle("DoomReload")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("DoomReload")] [assembly: AssemblyCopyright("Copyright © 2023")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("53e10d71-d4c0-4a08-ba40-39f4f97ef6a6")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [assembly: AssemblyVersion("1.0.0.0")] namespace DoomReload { [BepInPlugin("Ex.DoomReloadSFXMod", "Ex Doom Reload SFX Mod", "1.0.0")] public class DoomReloadBase : BaseUnityPlugin { private const string modGUID = "Ex.DoomReloadSFXMod"; private const string modName = "Ex Doom Reload SFX Mod"; private const string modVersion = "1.0.0"; private readonly Harmony harmony = new Harmony("Ex.DoomReloadSFXMod"); private static DoomReloadBase Instance; internal ManualLogSource mls; internal static AudioClip newgunReloadSFX; private void Awake() { if ((Object)(object)Instance == (Object)null) { Instance = this; } mls = Logger.CreateLogSource("Ex.DoomReloadSFXMod"); mls.LogInfo((object)"Doom Reload SFX mod has initiated"); string location = ((BaseUnityPlugin)Instance).Info.Location; string text = "DoomReload.dll"; string text2 = location.TrimEnd(text.ToCharArray()); string text3 = text2 + "DoomReloadSFX"; AssetBundle val = AssetBundle.LoadFromFile(text3); if ((Object)(object)val == (Object)null) { mls.LogError((object)"Failed to load audio assets!"); return; } newgunReloadSFX = val.LoadAsset<AudioClip>("Assets/E1M1.mp3"); harmony.PatchAll(typeof(DoomReloadBase)); harmony.PatchAll(typeof(DoomReloadPatch)); mls.LogInfo((object)"Doom Reload SFX mod has loaded."); } } } namespace DoomReload.Patches { [HarmonyPatch(typeof(ShotgunItem))] internal class DoomReloadPatch { [HarmonyPatch("Start")] [HarmonyPostfix] public static void DoomReloadSFXPatch(ref AudioClip ___gunReloadSFX) { ___gunReloadSFX = DoomReloadBase.newgunReloadSFX; } } }