Decompiled source of TheBenBroMod v1.0.0

CustomMod.dll

Decompiled 4 hours ago
using 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 BepInEx.Logging;
using LethalLib.Modules;
using Microsoft.CodeAnalysis;
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: AssemblyCompany("CustomMod")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Lethal Company Mod")]
[assembly: AssemblyTitle("CustomMod")]
[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.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace CustomMod
{
	[BepInPlugin("CustomMod", "Lethal Company Mod", "1.0.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Plugin : BaseUnityPlugin
	{
		internal static ManualLogSource Logger;

		public static AssetBundle MyCustomAssets;

		private void Awake()
		{
			Logger = ((BaseUnityPlugin)this).Logger;
			Logger.LogInfo((object)"Plugin CustomMod is loaded!");
			string text = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "finisheditems");
			int num = 30;
			MyCustomAssets = AssetBundle.LoadFromFile(text);
			Item val = MyCustomAssets.LoadAsset<Item>("Assets/Unity/Native/Items/FinishedItems/Calculator.asset");
			NetworkPrefabs.RegisterNetworkPrefab(val.spawnPrefab);
			Items.RegisterScrap(val, num, (LevelTypes)(-1));
			Item val2 = MyCustomAssets.LoadAsset<Item>("Assets/Unity/Native/Items/FinishedItems/Nitty.asset");
			NetworkPrefabs.RegisterNetworkPrefab(val2.spawnPrefab);
			Items.RegisterScrap(val2, num, (LevelTypes)(-1));
			if ((Object)(object)MyCustomAssets == (Object)null)
			{
				Logger.LogError((object)"Failed to load custom assets.");
			}
		}
	}
	public static class MyPluginInfo
	{
		public const string PLUGIN_GUID = "CustomMod";

		public const string PLUGIN_NAME = "Lethal Company Mod";

		public const string PLUGIN_VERSION = "1.0.0";
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}