Decompiled source of MelodicBeamScrap v1.0.0

MelodicBeamScrap.dll

Decompiled 6 hours 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 BepInEx.Logging;
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("MelodicBeamScrap")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("HP")]
[assembly: AssemblyProduct("MelodicBeamScrap")]
[assembly: AssemblyCopyright("Copyright © HP 2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("d9c83d4c-a20c-49fb-a24e-9f7faf17a018")]
[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 MelodicBeamScrap;

[BepInPlugin("MelodicBeam.MelodicBeamScrap", "MelodicBeamScrap", "1.0.0.0")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
public class MelodicBeamScrap : BaseUnityPlugin
{
	private const string modGUID = "MelodicBeam.MelodicBeamScrap";

	private const string modName = "MelodicBeamScrap";

	private const string modVersion = "1.0.0.0";

	public static MelodicBeamScrap instance;

	internal ManualLogSource mls;

	private void Awake()
	{
		instance = this;
		string text = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "melodicbeamscrap");
		AssetBundle val = AssetBundle.LoadFromFile(text);
		Item val2 = val.LoadAsset<Item>("Assets/Scrap/MelodicBeamItem.asset");
		NetworkPrefabs.RegisterNetworkPrefab(val2.spawnPrefab);
		Utilities.FixMixerGroups(val2.spawnPrefab);
		Items.RegisterScrap(val2, 50, (LevelTypes)(-1));
		mls = Logger.CreateLogSource("MelodicBeam.MelodicBeamScrap");
		mls.LogInfo((object)"Melodic Beam Scrap has awaken");
	}
}