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.Configuration;
using HarmonyLib;
using LethalConfig;
using LethalConfig.ConfigItems;
using LethalConfig.ConfigItems.Options;
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-CSharp")]
[assembly: AssemblyCompany("Briar Playermodel Pack")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Briar Playermodel Pack")]
[assembly: AssemblyTitle("Briar Playermodel Pack")]
[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 ModelReplacement
{
public class BRIAR_SUIT : BodyReplacementBase
{
protected override GameObject LoadAssetsAndReturnModel()
{
if (Plugin.BriarSkin.Value == Plugin.BriarSkinList.Classic)
{
if (!Plugin.BaseFrenzy.Value)
{
if (Plugin.BriarBaseWep.Value == Plugin.BriarBaseWepEnum.Pillory)
{
string text = "briar_base_normal_pillory";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
}
if (Plugin.BriarBaseWep.Value == Plugin.BriarBaseWepEnum.Shackles)
{
string text2 = "briar_base_normal_shackles";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text2);
}
string text3 = "briar_base_normal";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text3);
}
if (Plugin.BriarBaseWep.Value == Plugin.BriarBaseWepEnum.Pillory)
{
string text4 = "briar_base_frenzy_pillory";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text4);
}
if (Plugin.BriarBaseWep.Value == Plugin.BriarBaseWepEnum.Shackles)
{
string text5 = "briar_base_frenzy_shackles";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text5);
}
string text6 = "briar_base_frenzy";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text6);
}
if (Plugin.BriarSkin.Value == Plugin.BriarSkinList.Street_Demons)
{
Material material = Assets.MainAssetBundle.LoadAsset<Material>("BSD_body_color" + (int)Plugin.StreetDemonChroma.Value);
Material material2 = Assets.MainAssetBundle.LoadAsset<Material>("BSD_body_color" + (int)Plugin.StreetDemonChroma.Value + "_BODY");
Material material3 = Assets.MainAssetBundle.LoadAsset<Material>("BSD_body_color" + (int)Plugin.StreetDemonChroma.Value + "_GLOW");
Material material4 = Assets.MainAssetBundle.LoadAsset<Material>("BSD_weapon_color" + (int)Plugin.StreetDemonChroma.Value);
Material material5 = Assets.MainAssetBundle.LoadAsset<Material>("BSD_weapon_color" + (int)Plugin.StreetDemonChroma.Value + "_GLOW");
if (!Plugin.SDFrenzy.Value)
{
if (Plugin.BriarSDWep.Value == Plugin.BriarSDWepEnum.Pillory)
{
string text7 = "briar_SD_normal_pillory";
GameObject val = Assets.MainAssetBundle.LoadAsset<GameObject>(text7);
SkinnedMeshRenderer[] componentsInChildren = val.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren[0]).material = material;
((Renderer)componentsInChildren[4]).material = material;
((Renderer)componentsInChildren[1]).material = material;
((Renderer)componentsInChildren[2]).material = material2;
((Renderer)componentsInChildren[3]).material = material;
((Renderer)componentsInChildren[5]).material = material;
((Renderer)componentsInChildren[13]).material = material;
((Renderer)componentsInChildren[6]).material = material;
((Renderer)componentsInChildren[7]).material = material3;
((Renderer)componentsInChildren[8]).material = material;
((Renderer)componentsInChildren[9]).material = material;
((Renderer)componentsInChildren[10]).material = material5;
((Renderer)componentsInChildren[11]).material = material4;
((Renderer)componentsInChildren[12]).material = material2;
((Renderer)componentsInChildren[14]).material = material;
return val;
}
if (Plugin.BriarSDWep.Value == Plugin.BriarSDWepEnum.Shackles)
{
string text8 = "briar_SD_normal_shackles";
GameObject val2 = Assets.MainAssetBundle.LoadAsset<GameObject>(text8);
SkinnedMeshRenderer[] componentsInChildren2 = val2.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren2[0]).material = material;
((Renderer)componentsInChildren2[1]).material = material2;
((Renderer)componentsInChildren2[2]).material = material;
((Renderer)componentsInChildren2[3]).material = material;
((Renderer)componentsInChildren2[7]).material = material;
((Renderer)componentsInChildren2[4]).material = material;
((Renderer)componentsInChildren2[12]).material = material;
((Renderer)componentsInChildren2[5]).material = material;
((Renderer)componentsInChildren2[6]).material = material3;
((Renderer)componentsInChildren2[8]).material = material;
((Renderer)componentsInChildren2[9]).material = material;
((Renderer)componentsInChildren2[10]).material = material4;
((Renderer)componentsInChildren2[11]).material = material5;
((Renderer)componentsInChildren2[13]).material = material;
return val2;
}
string text9 = "briar_SD_normal";
GameObject val3 = Assets.MainAssetBundle.LoadAsset<GameObject>(text9);
SkinnedMeshRenderer[] componentsInChildren3 = val3.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren3[0]).material = material;
((Renderer)componentsInChildren3[1]).material = material2;
((Renderer)componentsInChildren3[2]).material = material;
((Renderer)componentsInChildren3[3]).material = material;
((Renderer)componentsInChildren3[7]).material = material;
((Renderer)componentsInChildren3[4]).material = material;
((Renderer)componentsInChildren3[10]).material = material;
((Renderer)componentsInChildren3[5]).material = material;
((Renderer)componentsInChildren3[6]).material = material3;
((Renderer)componentsInChildren3[8]).material = material;
((Renderer)componentsInChildren3[9]).material = material;
((Renderer)componentsInChildren3[11]).material = material;
return val3;
}
if (Plugin.BriarSDWep.Value == Plugin.BriarSDWepEnum.Pillory)
{
string text10 = "briar_SD_frenzy_pillory";
GameObject val4 = Assets.MainAssetBundle.LoadAsset<GameObject>(text10);
SkinnedMeshRenderer[] componentsInChildren4 = val4.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren4[0]).material = material;
((Renderer)componentsInChildren4[6]).material = material;
((Renderer)componentsInChildren4[1]).material = material;
((Renderer)componentsInChildren4[2]).material = material3;
((Renderer)componentsInChildren4[3]).material = material;
((Renderer)componentsInChildren4[4]).material = material2;
((Renderer)componentsInChildren4[5]).material = material;
((Renderer)componentsInChildren4[7]).material = material;
((Renderer)componentsInChildren4[12]).material = material;
((Renderer)componentsInChildren4[8]).material = material2;
((Renderer)componentsInChildren4[9]).material = material5;
((Renderer)componentsInChildren4[10]).material = material4;
((Renderer)componentsInChildren4[11]).material = material5;
((Renderer)componentsInChildren4[13]).material = material;
return val4;
}
if (Plugin.BriarSDWep.Value == Plugin.BriarSDWepEnum.Shackles)
{
string text11 = "briar_SD_frenzy_shackles";
GameObject val5 = Assets.MainAssetBundle.LoadAsset<GameObject>(text11);
SkinnedMeshRenderer[] componentsInChildren5 = val5.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren5[0]).material = material;
((Renderer)componentsInChildren5[1]).material = material3;
((Renderer)componentsInChildren5[2]).material = material;
((Renderer)componentsInChildren5[3]).material = material;
((Renderer)componentsInChildren5[4]).material = material2;
((Renderer)componentsInChildren5[5]).material = material;
((Renderer)componentsInChildren5[6]).material = material;
((Renderer)componentsInChildren5[7]).material = material;
((Renderer)componentsInChildren5[11]).material = material;
((Renderer)componentsInChildren5[8]).material = material2;
((Renderer)componentsInChildren5[9]).material = material4;
((Renderer)componentsInChildren5[10]).material = material5;
((Renderer)componentsInChildren5[12]).material = material;
return val5;
}
string text12 = "briar_SD_frenzy";
GameObject val6 = Assets.MainAssetBundle.LoadAsset<GameObject>(text12);
SkinnedMeshRenderer[] componentsInChildren6 = val6.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren6[0]).material = material;
((Renderer)componentsInChildren6[1]).material = material3;
((Renderer)componentsInChildren6[2]).material = material;
((Renderer)componentsInChildren6[3]).material = material;
((Renderer)componentsInChildren6[4]).material = material2;
((Renderer)componentsInChildren6[5]).material = material;
((Renderer)componentsInChildren6[6]).material = material;
((Renderer)componentsInChildren6[7]).material = material;
((Renderer)componentsInChildren6[9]).material = material;
((Renderer)componentsInChildren6[8]).material = material2;
((Renderer)componentsInChildren6[10]).material = material;
return val6;
}
Material material6 = Assets.MainAssetBundle.LoadAsset<Material>("BPM_body_color" + (int)Plugin.PrimordianChroma.Value);
Material material7 = Assets.MainAssetBundle.LoadAsset<Material>("BPM_body_color" + (int)Plugin.PrimordianChroma.Value + "_BODY");
Material material8 = Assets.MainAssetBundle.LoadAsset<Material>("BPM_body_color" + (int)Plugin.PrimordianChroma.Value + "_GLOW");
Material material9 = Assets.MainAssetBundle.LoadAsset<Material>("BPM_body_color" + (int)Plugin.PrimordianChroma.Value + "_TRANS");
Material material10 = Assets.MainAssetBundle.LoadAsset<Material>("BPM_weapon_color" + (int)Plugin.PrimordianChroma.Value);
Material material11 = Assets.MainAssetBundle.LoadAsset<Material>("BPM_weapon_color" + (int)Plugin.PrimordianChroma.Value + "_GLOW");
Material material12 = Assets.MainAssetBundle.LoadAsset<Material>("briar_invis");
if (!Plugin.PMFrenzy.Value)
{
if (Plugin.BriarPMWep.Value == Plugin.BriarPMWepEnum.Pillory)
{
string text13 = "briar_PM_normal_pillory";
GameObject val7 = Assets.MainAssetBundle.LoadAsset<GameObject>(text13);
SkinnedMeshRenderer[] componentsInChildren7 = val7.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren7[0]).material = material6;
((Renderer)componentsInChildren7[1]).material = material6;
((Renderer)componentsInChildren7[7]).material = material6;
((Renderer)componentsInChildren7[8]).material = material7;
((Renderer)componentsInChildren7[2]).material = material7;
((Renderer)componentsInChildren7[3]).material = material8;
((Renderer)componentsInChildren7[4]).material = material8;
((Renderer)componentsInChildren7[5]).material = material8;
((Renderer)componentsInChildren7[6]).material = material6;
((Renderer)componentsInChildren7[9]).material = material9;
((Renderer)componentsInChildren7[10]).material = material6;
((Renderer)componentsInChildren7[11]).material = material11;
((Renderer)componentsInChildren7[12]).material = material6;
((Renderer)componentsInChildren7[13]).material = material6;
((Renderer)componentsInChildren7[14]).material = material10;
((Renderer)componentsInChildren7[15]).material = material11;
((Renderer)componentsInChildren7[16]).material = material6;
if (Plugin.PMJacket.Value)
{
((Renderer)componentsInChildren7[12]).material = material12;
}
return val7;
}
if (Plugin.BriarPMWep.Value == Plugin.BriarPMWepEnum.Shackles)
{
string text14 = "briar_PM_normal_shackles";
GameObject val8 = Assets.MainAssetBundle.LoadAsset<GameObject>(text14);
SkinnedMeshRenderer[] componentsInChildren8 = val8.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren8[0]).material = material7;
((Renderer)componentsInChildren8[1]).material = material8;
((Renderer)componentsInChildren8[2]).material = material8;
((Renderer)componentsInChildren8[3]).material = material8;
((Renderer)componentsInChildren8[4]).material = material6;
((Renderer)componentsInChildren8[5]).material = material6;
((Renderer)componentsInChildren8[10]).material = material6;
((Renderer)componentsInChildren8[6]).material = material7;
((Renderer)componentsInChildren8[7]).material = material9;
((Renderer)componentsInChildren8[8]).material = material6;
((Renderer)componentsInChildren8[9]).material = material6;
((Renderer)componentsInChildren8[11]).material = material6;
((Renderer)componentsInChildren8[12]).material = material6;
((Renderer)componentsInChildren8[13]).material = material10;
((Renderer)componentsInChildren8[14]).material = material11;
((Renderer)componentsInChildren8[15]).material = material6;
if (Plugin.PMJacket.Value)
{
((Renderer)componentsInChildren8[11]).material = material12;
}
return val8;
}
string text15 = "briar_PM_normal";
GameObject val9 = Assets.MainAssetBundle.LoadAsset<GameObject>(text15);
SkinnedMeshRenderer[] componentsInChildren9 = val9.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren9[0]).material = material7;
((Renderer)componentsInChildren9[1]).material = material8;
((Renderer)componentsInChildren9[2]).material = material8;
((Renderer)componentsInChildren9[3]).material = material8;
((Renderer)componentsInChildren9[4]).material = material6;
((Renderer)componentsInChildren9[5]).material = material6;
((Renderer)componentsInChildren9[10]).material = material6;
((Renderer)componentsInChildren9[6]).material = material7;
((Renderer)componentsInChildren9[7]).material = material9;
((Renderer)componentsInChildren9[8]).material = material6;
((Renderer)componentsInChildren9[9]).material = material6;
((Renderer)componentsInChildren9[11]).material = material6;
((Renderer)componentsInChildren9[12]).material = material6;
((Renderer)componentsInChildren9[13]).material = material6;
if (Plugin.PMJacket.Value)
{
((Renderer)componentsInChildren9[11]).material = material12;
}
return val9;
}
if (Plugin.BriarPMWep.Value == Plugin.BriarPMWepEnum.Pillory)
{
string text16 = "briar_PM_frenzy_pillory";
GameObject val10 = Assets.MainAssetBundle.LoadAsset<GameObject>(text16);
SkinnedMeshRenderer[] componentsInChildren10 = val10.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren10[0]).material = material6;
((Renderer)componentsInChildren10[1]).material = material6;
((Renderer)componentsInChildren10[8]).material = material6;
((Renderer)componentsInChildren10[2]).material = material7;
((Renderer)componentsInChildren10[3]).material = material9;
((Renderer)componentsInChildren10[4]).material = material6;
((Renderer)componentsInChildren10[5]).material = material7;
((Renderer)componentsInChildren10[6]).material = material8;
((Renderer)componentsInChildren10[7]).material = material6;
((Renderer)componentsInChildren10[9]).material = material6;
((Renderer)componentsInChildren10[10]).material = material11;
((Renderer)componentsInChildren10[11]).material = material6;
((Renderer)componentsInChildren10[12]).material = material6;
((Renderer)componentsInChildren10[13]).material = material10;
((Renderer)componentsInChildren10[14]).material = material11;
((Renderer)componentsInChildren10[15]).material = material6;
if (Plugin.PMJacket.Value)
{
((Renderer)componentsInChildren10[11]).material = material12;
}
return val10;
}
if (Plugin.BriarPMWep.Value == Plugin.BriarPMWepEnum.Shackles)
{
string text17 = "briar_PM_frenzy_shackles";
GameObject val11 = Assets.MainAssetBundle.LoadAsset<GameObject>(text17);
SkinnedMeshRenderer[] componentsInChildren11 = val11.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren11[0]).material = material7;
((Renderer)componentsInChildren11[1]).material = material9;
((Renderer)componentsInChildren11[2]).material = material6;
((Renderer)componentsInChildren11[3]).material = material6;
((Renderer)componentsInChildren11[4]).material = material6;
((Renderer)componentsInChildren11[8]).material = material6;
((Renderer)componentsInChildren11[5]).material = material7;
((Renderer)componentsInChildren11[6]).material = material8;
((Renderer)componentsInChildren11[7]).material = material6;
((Renderer)componentsInChildren11[9]).material = material7;
((Renderer)componentsInChildren11[10]).material = material6;
((Renderer)componentsInChildren11[11]).material = material6;
((Renderer)componentsInChildren11[12]).material = material10;
((Renderer)componentsInChildren11[13]).material = material11;
((Renderer)componentsInChildren11[14]).material = material6;
if (Plugin.PMJacket.Value)
{
((Renderer)componentsInChildren11[10]).material = material12;
}
return val11;
}
string text18 = "briar_PM_frenzy";
GameObject val12 = Assets.MainAssetBundle.LoadAsset<GameObject>(text18);
SkinnedMeshRenderer[] componentsInChildren12 = val12.GetComponentsInChildren<SkinnedMeshRenderer>();
((Renderer)componentsInChildren12[0]).material = material7;
((Renderer)componentsInChildren12[1]).material = material9;
((Renderer)componentsInChildren12[2]).material = material6;
((Renderer)componentsInChildren12[3]).material = material6;
((Renderer)componentsInChildren12[4]).material = material6;
((Renderer)componentsInChildren12[8]).material = material6;
((Renderer)componentsInChildren12[5]).material = material7;
((Renderer)componentsInChildren12[6]).material = material8;
((Renderer)componentsInChildren12[7]).material = material6;
((Renderer)componentsInChildren12[9]).material = material7;
((Renderer)componentsInChildren12[10]).material = material6;
((Renderer)componentsInChildren12[11]).material = material6;
((Renderer)componentsInChildren12[12]).material = material6;
if (Plugin.PMJacket.Value)
{
((Renderer)componentsInChildren12[10]).material = material12;
}
return val12;
}
}
[BepInPlugin("com.theflipsider.briarplayermodels", "Briar Playermodel Pack", "0.1.0")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
public class Plugin : BaseUnityPlugin
{
public enum BriarSkinList
{
Classic = 1,
Street_Demons,
Primordian
}
public enum BriarBaseWepEnum
{
Pillory,
Shackles,
Free
}
public enum StreetDemonC
{
Original = 1,
Ruby,
Emerald,
Rose,
Tanzanite,
Turquoise,
Sapphire,
Obsidian,
Pearl
}
public enum BriarSDWepEnum
{
Pillory,
Shackles,
Free
}
public enum PrimordianC
{
Original = 1,
Ruby,
Catseye,
Aquamarine,
Peridot,
Amethyst,
Rose,
Obsidian,
Pearl,
Abyssal
}
public enum BriarPMWepEnum
{
Pillory,
Shackles,
Free
}
public static ConfigFile config;
public static ConfigEntry<BriarSkinList> BriarSkin { get; private set; }
public static ConfigEntry<BriarBaseWepEnum> BriarBaseWep { get; private set; }
public static ConfigEntry<bool> BaseFrenzy { get; private set; }
public static ConfigEntry<bool> BaseBelts { get; private set; }
public static ConfigEntry<bool> BaseSpikes { get; private set; }
public static ConfigEntry<StreetDemonC> StreetDemonChroma { get; private set; }
public static ConfigEntry<BriarSDWepEnum> BriarSDWep { get; private set; }
public static ConfigEntry<bool> SDFrenzy { get; private set; }
public static ConfigEntry<PrimordianC> PrimordianChroma { get; private set; }
public static ConfigEntry<BriarPMWepEnum> BriarPMWep { get; private set; }
public static ConfigEntry<bool> PMFrenzy { get; private set; }
public static ConfigEntry<bool> PMJacket { get; private set; }
private static void InitConfig()
{
//IL_0146: Unknown result type (might be due to invalid IL or missing references)
//IL_014b: Unknown result type (might be due to invalid IL or missing references)
//IL_0158: Expected O, but got Unknown
//IL_0165: Unknown result type (might be due to invalid IL or missing references)
//IL_016a: Unknown result type (might be due to invalid IL or missing references)
//IL_0177: Expected O, but got Unknown
//IL_0184: Unknown result type (might be due to invalid IL or missing references)
//IL_0189: Unknown result type (might be due to invalid IL or missing references)
//IL_0196: Expected O, but got Unknown
//IL_0191: Unknown result type (might be due to invalid IL or missing references)
//IL_0197: Expected O, but got Unknown
//IL_01a3: Unknown result type (might be due to invalid IL or missing references)
//IL_01a8: Unknown result type (might be due to invalid IL or missing references)
//IL_01b5: Expected O, but got Unknown
//IL_01c2: Unknown result type (might be due to invalid IL or missing references)
//IL_01c7: Unknown result type (might be due to invalid IL or missing references)
//IL_01d4: Expected O, but got Unknown
//IL_01e3: Unknown result type (might be due to invalid IL or missing references)
//IL_01e8: Unknown result type (might be due to invalid IL or missing references)
//IL_01f5: Expected O, but got Unknown
//IL_01f0: Unknown result type (might be due to invalid IL or missing references)
//IL_01f7: Expected O, but got Unknown
//IL_0204: Unknown result type (might be due to invalid IL or missing references)
//IL_0209: Unknown result type (might be due to invalid IL or missing references)
//IL_0216: Expected O, but got Unknown
//IL_0225: Unknown result type (might be due to invalid IL or missing references)
//IL_022a: Unknown result type (might be due to invalid IL or missing references)
//IL_0237: Expected O, but got Unknown
//IL_0246: Unknown result type (might be due to invalid IL or missing references)
//IL_024b: Unknown result type (might be due to invalid IL or missing references)
//IL_0258: Expected O, but got Unknown
//IL_0253: Unknown result type (might be due to invalid IL or missing references)
//IL_025a: Expected O, but got Unknown
//IL_0267: Unknown result type (might be due to invalid IL or missing references)
//IL_026c: Unknown result type (might be due to invalid IL or missing references)
//IL_0279: Expected O, but got Unknown
//IL_0274: Unknown result type (might be due to invalid IL or missing references)
//IL_027b: Expected O, but got Unknown
BriarSkin = config.Bind<BriarSkinList>("General", "Choose skin", BriarSkinList.Classic, "Picks what skin Briar uses. Reapply the suit for the effect!");
BriarBaseWep = config.Bind<BriarBaseWepEnum>("Classic Briar", "Pillory State", BriarBaseWepEnum.Pillory, "Picks what state Classic Briar's pillory is. Reapply the suit for the effect!");
BaseFrenzy = config.Bind<bool>("Classic Briar", "Enable Frenzy", false, "Puts Classic Briar in her hematomania state (No mauling enemies included). Reapply the suit for the effect!");
StreetDemonChroma = config.Bind<StreetDemonC>("Street Demon", "Choose chroma (color)", StreetDemonC.Original, "Picks what chroma Street Demons Briar uses. Reapply the suit for the effect!");
BriarSDWep = config.Bind<BriarSDWepEnum>("Street Demon", "Pillory State", BriarSDWepEnum.Pillory, "Picks what state Street Demon Briar's pillory is. Reapply the suit for the effect!");
SDFrenzy = config.Bind<bool>("Street Demon", "Enable Frenzy", false, "Puts Street Demon Briar in her hematomania state (No mauling enemies included). Reapply the suit for the effect!");
PrimordianChroma = config.Bind<PrimordianC>("Primordian", "Choose chroma (color)", PrimordianC.Original, "Picks what chroma Primordian Briar uses. Reapply the suit for the effect!");
BriarPMWep = config.Bind<BriarPMWepEnum>("Primordian", "Pillory State", BriarPMWepEnum.Pillory, "Picks what state Primordian Briar's pillory is. Reapply the suit for the effect!");
PMFrenzy = config.Bind<bool>("Primordian", "Enable Frenzy", false, "Puts Primordian Briar in her hematomania state (No mauling enemies included). Reapply the suit for the effect!");
PMJacket = config.Bind<bool>("Primordian", "Disable Jacket", false, "Removes Primordian Briar's Jacket. WARNING: She might be chilly. Reapply the suit for the effect!");
EnumDropDownConfigItem<BriarSkinList> val = new EnumDropDownConfigItem<BriarSkinList>(BriarSkin, new EnumDropDownOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val);
EnumDropDownConfigItem<BriarBaseWepEnum> val2 = new EnumDropDownConfigItem<BriarBaseWepEnum>(BriarBaseWep, new EnumDropDownOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val2);
BoolCheckBoxConfigItem val3 = new BoolCheckBoxConfigItem(BaseFrenzy, new BoolCheckBoxOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val3);
EnumDropDownConfigItem<StreetDemonC> val4 = new EnumDropDownConfigItem<StreetDemonC>(StreetDemonChroma, new EnumDropDownOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val4);
EnumDropDownConfigItem<BriarSDWepEnum> val5 = new EnumDropDownConfigItem<BriarSDWepEnum>(BriarSDWep, new EnumDropDownOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val5);
BoolCheckBoxConfigItem val6 = new BoolCheckBoxConfigItem(SDFrenzy, new BoolCheckBoxOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val6);
EnumDropDownConfigItem<PrimordianC> val7 = new EnumDropDownConfigItem<PrimordianC>(PrimordianChroma, new EnumDropDownOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val7);
EnumDropDownConfigItem<BriarPMWepEnum> val8 = new EnumDropDownConfigItem<BriarPMWepEnum>(BriarPMWep, new EnumDropDownOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val8);
BoolCheckBoxConfigItem val9 = new BoolCheckBoxConfigItem(PMFrenzy, new BoolCheckBoxOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val9);
BoolCheckBoxConfigItem val10 = new BoolCheckBoxConfigItem(PMJacket, new BoolCheckBoxOptions
{
RequiresRestart = false
});
LethalConfigManager.AddConfigItem((BaseConfigItem)(object)val10);
}
private void Awake()
{
//IL_0032: Unknown result type (might be due to invalid IL or missing references)
//IL_0038: Expected O, but got Unknown
config = ((BaseUnityPlugin)this).Config;
InitConfig();
Assets.PopulateAssets();
ModelReplacementAPI.RegisterSuitModelReplacement("Briar (Use LethalConfig)", typeof(BRIAR_SUIT));
Harmony val = new Harmony("com.theflipsider.briarplayermodels");
val.PatchAll();
((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin com.theflipsider.briarplayermodels is loaded!");
}
}
public static class Assets
{
public static string mainAssetBundleName = "BriarPlayermodels";
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)
{
}
}
}