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Decompiled source of YakuzaPlayerModels v0.1.0
BepInEx/plugins/LaD.dll
Decompiled 2 years agousing System; using System.Diagnostics; using System.IO; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using HarmonyLib; using Microsoft.CodeAnalysis; using ModelReplacement; 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: IgnoresAccessChecksTo("Assembly-CSharp")] [assembly: AssemblyCompany("LaD")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("LaD")] [assembly: AssemblyTitle("LaD")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] 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; } } } namespace YakuzaPlayerModels { public class MRICHIBAN : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "Ichiban"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class MRKIRYU8 : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "Kiryu8"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class MRMAJIMA : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "Majima"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class MRAKIYAMA : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "Akiyama"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class MRSAEJIMA : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "Saejima"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class MRKIRYU2016 : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "Kiryu2016"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class MRICHIBANHAWAII : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "IchibanHawaii"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class MRICHIBANRPG : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "IchibanRPG"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } public class MRKIRYURPG : BodyReplacementBase { protected override GameObject LoadAssetsAndReturnModel() { string text = "KiryuRPG"; return Assets.MainAssetBundle.LoadAsset<GameObject>(text); } } [BepInPlugin("Shen.LaDModels", "YakuzaPlayerModels", "0.1.0")] [BepInDependency(/*Could not decode attribute arguments.*/)] public class Plugin : BaseUnityPlugin { private void Awake() { //IL_00c9: Unknown result type (might be due to invalid IL or missing references) //IL_00cf: Expected O, but got Unknown Assets.PopulateAssets(); ModelReplacementAPI.RegisterSuitModelReplacement("Ichiban", typeof(MRICHIBAN)); ModelReplacementAPI.RegisterSuitModelReplacement("Kiryu Infinite Wealth", typeof(MRKIRYU8)); ModelReplacementAPI.RegisterSuitModelReplacement("Majima", typeof(MRMAJIMA)); ModelReplacementAPI.RegisterSuitModelReplacement("Akiyama", typeof(MRAKIYAMA)); ModelReplacementAPI.RegisterSuitModelReplacement("Saejima", typeof(MRSAEJIMA)); ModelReplacementAPI.RegisterSuitModelReplacement("Kiryu", typeof(MRKIRYU2016)); ModelReplacementAPI.RegisterSuitModelReplacement("Ichiban Hawaii", typeof(MRICHIBANHAWAII)); ModelReplacementAPI.RegisterSuitModelReplacement("Ichiban RPG", typeof(MRICHIBANRPG)); ModelReplacementAPI.RegisterSuitModelReplacement("Kiryu RPG", typeof(MRKIRYURPG)); Harmony val = new Harmony("Shen.LaDModels"); val.PatchAll(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin Shen.LaDModels is loaded!"); } } public static class Assets { public static string mainAssetBundleName = "YakuzaPlayerModel"; public static AssetBundle MainAssetBundle = null; private static string GetAssemblyName() { return Assembly.GetExecutingAssembly().GetName().Name.Replace(" ", "_"); } public static void PopulateAssets() { if ((Object)(object)MainAssetBundle == (Object)null) { Console.WriteLine(GetAssemblyName() + "." + mainAssetBundleName); using Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(GetAssemblyName() + "." + mainAssetBundleName); MainAssetBundle = AssetBundle.LoadFromStream(stream); } } } } namespace System.Runtime.CompilerServices { [AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)] internal sealed class IgnoresAccessChecksToAttribute : Attribute { public IgnoresAccessChecksToAttribute(string assemblyName) { } } }