Decompiled source of NoFacingFireExit v1.0.0

NoFacingFireExit.dll

Decompiled 8 months ago
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
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("NoFacingFireExit")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("NoFacingFireExit")]
[assembly: AssemblyCopyright("Copyright ©  2024")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("d6d6aa11-447d-429c-be1e-2e551da0e6ed")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace NoFacingFireExitBase;

[BepInPlugin("Karma.LCNoFacingFireExit", "NoFacingFireExit", "1.0.0")]
public class NoFacingFireExitBase : BaseUnityPlugin
{
	private const string modGUID = "Karma.LCNoFacingFireExit";

	private const string modName = "NoFacingFireExit";

	private const string modVersion = "1.0.0";

	private readonly Harmony harmony = new Harmony("Karma.LCNoFacingFireExit");

	internal static NoFacingFireExitBase Instance;

	private void Awake()
	{
		if ((Object)(object)Instance == (Object)null)
		{
			Instance = this;
		}
		harmony.PatchAll(typeof(NoFacingFireExitBase));
		harmony.PatchAll(typeof(EntrancePatch));
	}
}
[HarmonyPatch(typeof(EntranceTeleport))]
internal class EntrancePatch
{
	[HarmonyPatch("TeleportPlayer")]
	[HarmonyPostfix]
	private static void adjustCamera(ref StartOfRound ___playersManager, ref bool ___isEntranceToBuilding, ref int ___entranceId)
	{
		PlayerControllerB localPlayerController = ___playersManager.localPlayerController;
		if (___isEntranceToBuilding && localPlayerController.isInsideFactory && ___entranceId != 0)
		{
			localPlayerController.thisPlayerBody.Rotate(0f, 180f, 0f, (Space)1);
		}
	}
}