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Decompiled source of Briar Playermodel Pack v2.0.2
Briar Playermodel Pack.dll
Decompiled a year 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 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) { } } }