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Decompiled source of HidePlayerNames v1.0.2
HidePlayerNames.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 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("HidePlayerNames")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("HidePlayerNames")] [assembly: AssemblyCopyright("Copyright © 2023")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("2b33fbb6-cfd0-478e-a9c4-8fadf0990b33")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [assembly: AssemblyVersion("1.0.0.0")] namespace HidePlayerNames { [BepInPlugin("Miodec.HidePlayerNames", "Hide Player Names", "1.0.1")] public class HidePlayerNames : BaseUnityPlugin { private const string modGUID = "Miodec.HidePlayerNames"; private const string modName = "Hide Player Names"; private const string modVersion = "1.0.1"; private static HidePlayerNames Instance; internal ManualLogSource mls; private void Awake() { if ((Object)(object)Instance == (Object)null) { Instance = this; } mls = Logger.CreateLogSource("Miodec.HidePlayerNames"); Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), (string)null); } } } namespace HidePlayerNames.Patches { [HarmonyPatch(typeof(PlayerControllerB))] internal class PlayerControllerBPatch { [HarmonyPatch("ShowNameBillboard")] [HarmonyPrefix] public static bool ShowNameBillBoard() { return false; } } }