Decompiled source of BetterShotgunShells v1.0.2

BetterShotgunShells.dll

Decompiled 11 months ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using LethalLib.Modules;
using UnityEngine;
using UnityEngine.SceneManagement;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("BuyableShells")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("BuyableShells")]
[assembly: AssemblyCopyright("Copyright ©  2023")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("f1098099-7d96-4f78-bd10-8cf743e1f445")]
[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 BuyableShells;

[BepInPlugin("SalakStudios.BetterShotgunShells", "BetterShotgunShells", "1.0.2")]
public class Plugin : BaseUnityPlugin
{
	private const string modGUID = "SalakStudios.BetterShotgunShells";

	private const string modName = "BetterShotgunShells";

	private const string modVersion = "1.0.2";

	private readonly Harmony harmony = new Harmony("SalakStudios.BetterShotgunShells");

	internal static Plugin Instance;

	public static ManualLogSource mls;

	public bool added;

	public static ConfigEntry<int> ShellPrice;

	public static ConfigEntry<int> ItemRarityRend;

	public static ConfigEntry<int> ItemRarityDine;

	public static ConfigEntry<int> ItemRarityTitan;

	public List<Item> AllItems => Resources.FindObjectsOfTypeAll<Item>().Concat(Object.FindObjectsByType<Item>((FindObjectsInactive)1, (FindObjectsSortMode)1)).ToList();

	public Item ShotgunShell => ((IEnumerable<Item>)AllItems).FirstOrDefault((Func<Item, bool>)((Item item) => ((Object)item).name == "GunAmmo"));

	private void Awake()
	{
		if ((Object)(object)Instance == (Object)null)
		{
			Instance = this;
		}
		harmony.PatchAll(typeof(Plugin));
		mls = Logger.CreateLogSource("SalakStudios.BetterShotgunShells");
		mls.LogInfo((object)"BetterShotgunShells Enabled");
		SceneManager.sceneLoaded += OnSceneLoaded;
		ShellPrice = ((BaseUnityPlugin)this).Config.Bind<int>("Settings", "Shell Price", 80, "How many credits the shotgun shell costs");
		ItemRarityRend = ((BaseUnityPlugin)this).Config.Bind<int>("Settings", "Shell Rarity Rend", 2, "How rare the shell is to find on Rend (Lower = Rarer, Higher = More Common)");
		ItemRarityDine = ((BaseUnityPlugin)this).Config.Bind<int>("Settings", "Shell Rarity Dine", 3, "How rare the shell is to find on Dine (Lower = Rarer, Higher = More Common)");
		ItemRarityTitan = ((BaseUnityPlugin)this).Config.Bind<int>("Settings", "Shell Rarity Titan", 5, "How rare the shell is to find on Titan (Lower = Rarer, Higher = More Common)");
	}

	private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
	{
		if (!added && ((Scene)(ref scene)).name == "MainMenu")
		{
			added = true;
			ShotgunShell.itemName = "Shells";
			ShotgunShell.creditsWorth = 0;
			Items.RegisterShopItem(ShotgunShell, ShellPrice.Value);
			Items.RegisterScrap(ShotgunShell, ItemRarityRend.Value, (LevelTypes)128);
			Items.RegisterScrap(ShotgunShell, ItemRarityDine.Value, (LevelTypes)256);
			Items.RegisterScrap(ShotgunShell, ItemRarityTitan.Value, (LevelTypes)512);
		}
	}
}