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Decompiled source of lethal aL v0.1.0
Lethal_aL.dll
Decompiled 2 years 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 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) { } } }