Decompiled source of lethal aL v0.1.0

Lethal_aL.dll

Decompiled 8 months 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 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-CSharp")]
[assembly: AssemblyCompany("Lethal_aL")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("Some funnies i created for me and my friends")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Lethal_aL")]
[assembly: AssemblyTitle("Lethal_aL")]
[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 Lethal_aL
{
	[BepInPlugin("Lethal_aL", "Lethal_aL", "1.0.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Plugin : BaseUnityPlugin
	{
		public static AssetBundle bundle;

		private void Awake()
		{
			string directoryName = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
			bundle = AssetBundle.LoadFromFile(Path.Combine(directoryName, "modassets"));
			if ((Object)(object)bundle == (Object)null)
			{
				((BaseUnityPlugin)this).Logger.LogError((object)"Failed to load custom assets.");
				return;
			}
			((BaseUnityPlugin)this).Logger.LogInfo((object)"Lethal_aL loady");
			Item val = bundle.LoadAsset<Item>("atum.asset");
			NetworkPrefabs.RegisterNetworkPrefab(val.spawnPrefab);
			Items.RegisterScrap(val, 65, (LevelTypes)(-1));
			Item val2 = bundle.LoadAsset<Item>("ryko.asset");
			NetworkPrefabs.RegisterNetworkPrefab(val2.spawnPrefab);
			Items.RegisterScrap(val2, 65, (LevelTypes)(-1));
		}
	}
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "Lethal_aL";

		public const string PLUGIN_NAME = "Lethal_aL";

		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)
		{
		}
	}
}