Decompiled source of SpawnWithFlashlight v1.0.0

PermaFlashlight.dll

Decompiled 8 hours ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using GameNetcodeStuff;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using PermaFlashlight.Patches;
using Unity.Netcode;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("PermaFlashlight")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("PermaFlashlight")]
[assembly: AssemblyTitle("PermaFlashlight")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableAttribute : Attribute
	{
		public readonly byte[] NullableFlags;

		public NullableAttribute(byte P_0)
		{
			NullableFlags = new byte[1] { P_0 };
		}

		public NullableAttribute(byte[] P_0)
		{
			NullableFlags = P_0;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableContextAttribute : Attribute
	{
		public readonly byte Flag;

		public NullableContextAttribute(byte P_0)
		{
			Flag = P_0;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace PermaFlashlight
{
	[BepInPlugin("PermaFlashlight", "PermaFlashlight", "1.0.0")]
	public class PermaFlashlight : BaseUnityPlugin
	{
		public static PermaFlashlight Instance { get; private set; }

		internal static ManualLogSource Logger { get; private set; }

		internal static Harmony? Harmony { get; set; }

		private void Awake()
		{
			Logger = ((BaseUnityPlugin)this).Logger;
			Instance = this;
			Harmony.CreateAndPatchAll(typeof(SpawnFlashlight), (string)null);
			Logger.LogInfo((object)"PermaFlashlight v1.0.0 has loaded!");
		}
	}
	public static class MyPluginInfo
	{
		public const string PLUGIN_GUID = "PermaFlashlight";

		public const string PLUGIN_NAME = "PermaFlashlight";

		public const string PLUGIN_VERSION = "1.0.0";
	}
}
namespace PermaFlashlight.Patches
{
	public class SpawnFlashlight
	{
		[HarmonyPatch(typeof(RoundManager), "LoadNewLevelWait")]
		[HarmonyPostfix]
		private static void SpawnFlashlightFunc(RoundManager __instance)
		{
			//IL_007f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0084: Unknown result type (might be due to invalid IL or missing references)
			GameObject spawnPrefab = Object.FindObjectOfType<Terminal>().buyableItemsList[4].spawnPrefab;
			Transform middleOfShipNode = Object.FindObjectOfType<StartOfRound>().middleOfShipNode;
			PlayerControllerB[] allPlayerScripts = GameNetworkManager.Instance.localPlayerController.playersManager.allPlayerScripts;
			foreach (PlayerControllerB val in allPlayerScripts)
			{
				GrabbableObject[] itemSlots = val.ItemSlots;
				foreach (GrabbableObject val2 in itemSlots)
				{
					if (val2 is FlashlightItem)
					{
						return;
					}
				}
				GameObject val3 = Object.Instantiate<GameObject>(spawnPrefab, ((Component)val).transform.position, Quaternion.identity, middleOfShipNode);
				NetworkObject component = val3.GetComponent<NetworkObject>();
				component.Spawn(false);
			}
		}
	}
}