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)
{
}
}
}