Please disclose if your mod was created primarily using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Decompiled source of ProMaxFlashLight v1.1.0
HuluoboProlights.dll
Decompiled a year agousing System.Diagnostics; using System.IO; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using BepInEx; using HarmonyLib; using LethalLib.Modules; 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(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")] [assembly: AssemblyVersion("0.0.0.0")] namespace huluoboProlights; [BepInPlugin("hlb.Prolights", "huluoboProlights", "1.1.0")] [BepInDependency(/*Could not decode attribute arguments.*/)] public class HuluoboProlights : BaseUnityPlugin { private const string GUID = "hlb.Prolights"; private const string Name = "huluoboProlights"; private const string Version = "1.1.0"; private Harmony harmony; private static AssetBundle bundle; private void Awake() { //IL_0059: Unknown result type (might be due to invalid IL or missing references) //IL_0063: Expected O, but got Unknown string directoryName = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); bundle = AssetBundle.LoadFromFile(Path.Combine(directoryName, "01huluoboProlights")); LoadShopAsset("FlashlightmpromaxLight", 100); LoadShopAsset("FlashlightmpromaxPlusLight", 180); LoadShopAsset("FlashlightmpromaxplusultraLight", 300); harmony = new Harmony("hlb.Prolights"); harmony.PatchAll(); } private static void LoadShopAsset(string assetName, int jiage) { Item val = bundle.LoadAsset<Item>("Assets/01huluoboProlights/" + assetName + ".asset"); Utilities.FixMixerGroups(val.spawnPrefab); NetworkPrefabs.RegisterNetworkPrefab(val.spawnPrefab); TerminalNode val2 = ScriptableObject.CreateInstance<TerminalNode>(); val2.clearPreviousText = true; val2.displayText = val.itemName; Items.RegisterShopItem(val, (TerminalNode)null, (TerminalNode)null, val2, jiage); } }