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Decompiled source of Adrenaline v1.0.1
Adrenaline.dll
Decompiled a year agousing System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using Adrenaline.Patches; using BepInEx; using BepInEx.Logging; using GameNetcodeStuff; 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("Adrenaline")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("Adrenaline")] [assembly: AssemblyCopyright("Copyright © 2025")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("c3424b67-3e5f-4a65-a2de-66bd1a67182c")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")] [assembly: AssemblyVersion("1.0.0.0")] namespace Adrenaline { [BepInPlugin("Justfy.Adrenaline", "Adrenaline", "1.0.0.0")] public class AdrenalineMod : BaseUnityPlugin { private const string modGUID = "Justfy.Adrenaline"; private const string modName = "Adrenaline"; private const string modVersion = "1.0.0.0"; private readonly Harmony harmony = new Harmony("Justfy.Adrenaline"); internal ManualLogSource mls; private static AdrenalineMod instance; private void Awake() { if ((Object)(object)instance == (Object)null) { instance = this; } mls = Logger.CreateLogSource("Adrenaline"); mls.LogInfo((object)"ADRENALINE has awakened. Made by Justfy. I have no idea why I decided to make a mod."); mls.LogInfo((object)"|HOW ADRENALINE WORKS|"); mls.LogInfo((object)"When you see an entity and your fearLevel goes up (the panic) your stamina meter can't go lower that 40%"); harmony.PatchAll(typeof(AdrenalineMod)); harmony.PatchAll(typeof(AdrenalinePatch)); } } } namespace Adrenaline.Patches { [HarmonyPatch(typeof(PlayerControllerB))] internal class AdrenalinePatch { internal static ManualLogSource mls = Logger.CreateLogSource("Adrenaline-Internal"); [HarmonyPatch("Update")] [HarmonyPostfix] private static void patchAdrenaline(ref float ___sprintMeter, ref StartOfRound ___playersManager) { bool flag = false; if ((double)___playersManager.fearLevel >= 0.35 && ___sprintMeter < 0.4f && !flag) { flag = true; ___sprintMeter = 1f; } else if (!((double)___playersManager.fearLevel >= 0.35)) { flag = false; } } } }