TWDE.dll

Decompiled 6 months ago
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using LethalLib.Modules;
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("ScarletItem")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("ScarletItem")]
[assembly: AssemblyCopyright("Copyright ©  2024")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("3d1bf633-2dd5-4d51-a726-ced07245478c")]
[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 scarlet_item;

[BepInPlugin("item", "item", "0.0.1")]
public class plugin : BaseUnityPlugin
{
	private const string GUID = "item";

	private const string NAME = "item";

	private const string VERSION = "0.0.1";

	public static plugin instance;

	private void Awake()
	{
		instance = this;
		string text = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "item");
		AssetBundle val = AssetBundle.LoadFromFile(text);
		Item val2 = val.LoadAsset<Item>("Assets/Item/treasure.asset");
		NetworkPrefabs.RegisterNetworkPrefab(val2.spawnPrefab);
		Utilities.FixMixerGroups(val2.spawnPrefab);
		Items.RegisterScrap(val2, 90, (LevelTypes)(-1));
		((BaseUnityPlugin)this).Logger.LogInfo((object)"Your shit is patched");
	}
}