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Decompiled source of UnlimitedShotgunAmmo v1.0.0
ShotgunRevamp.dll
Decompiled a year agousing System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Logging; using HarmonyLib; using ShotgunRevamp.Patches; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: AssemblyTitle("ShotgunRevamp")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("ShotgunRevamp")] [assembly: AssemblyCopyright("Copyright © 2025")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("1e0eb909-4665-42d6-9989-768c21a53d9e")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [assembly: AssemblyVersion("1.0.0.0")] namespace ShotgunRevamp { [BepInPlugin("Plantain.Revamp", "Plantain Shotgun Revamp", "1.0.0.0")] public class ShotgunRevampBase : BaseUnityPlugin { private const string modGUID = "Plantain.Revamp"; private const string modName = "Plantain Shotgun Revamp"; private const string modVersion = "1.0.0.0"; private readonly Harmony harmony = new Harmony("Plantain.Revamp"); private static ShotgunRevampBase Instance; internal ManualLogSource mls; internal static List<AudioClip> ShotgunShootSFX; internal static AssetBundle BundleSS; internal static List<AudioClip> ShotgunShellSFX; internal static AssetBundle BundleSH; private void Awake() { if ((Object)(object)Instance == (Object)null) { Instance = this; } mls = Logger.CreateLogSource("Plantain.Revamp"); mls.LogInfo((object)"fortnite battle pass i just shit out my ass ==\ud83d\udc0a✈\ufe0f==\r\n || \ud83d\udca3"); harmony.PatchAll(typeof(ShotgunRevampBase)); harmony.PatchAll(typeof(ShotgunSoundPatch)); harmony.PatchAll(typeof(ShotgunMisfirePatch)); harmony.PatchAll(typeof(ShotgunAmmoPatch)); mls = ((BaseUnityPlugin)this).Logger; ShotgunShootSFX = new List<AudioClip>(); string location = ((BaseUnityPlugin)Instance).Info.Location; location = location.TrimEnd("ShotgunRevamp.dll".ToCharArray()); BundleSS = AssetBundle.LoadFromFile(location + "boom"); if ((Object)(object)BundleSS != (Object)null) { mls.LogInfo((object)"Successfully loaded asset bundle"); ShotgunShootSFX = BundleSS.LoadAllAssets<AudioClip>().ToList(); } else { mls.LogInfo((object)"Failed to load asset bundle :C"); } ShotgunShellSFX = new List<AudioClip>(); BundleSH = AssetBundle.LoadFromFile(location + "shells"); if ((Object)(object)BundleSH != (Object)null) { mls.LogInfo((object)"Successfully loaded asset bundle 2"); ShotgunShellSFX = BundleSH.LoadAllAssets<AudioClip>().ToList(); } else { mls.LogInfo((object)"Failed to load asset bundle 2 :C"); } } } } namespace ShotgunRevamp.Patches { [HarmonyPatch(typeof(ShotgunItem))] internal class ShotgunSoundPatch { [HarmonyPatch("ShootGun")] [HarmonyPrefix] private static void ShotgunAudioOveride(ShotgunItem __instance) { __instance.gunShootSFX[0] = ShotgunRevampBase.ShotgunShootSFX[0]; __instance.gunShootSFX[1] = ShotgunRevampBase.ShotgunShootSFX[0]; __instance.gunBulletsRicochetAudio.clip = ShotgunRevampBase.ShotgunShellSFX[0]; } } [HarmonyPatch(typeof(ShotgunItem))] internal class ShotgunMisfirePatch { [HarmonyPatch("Update")] [HarmonyPostfix] private static void ShotgunAudioOveride(ref float ___misfireTimer) { ___misfireTimer = 30f; } } [HarmonyPatch(typeof(ShotgunItem))] internal class ShotgunAmmoPatch { [HarmonyPatch("Update")] [HarmonyPostfix] private static void ShotgunAudioOveride(ref float ___shellsLoaded, ref bool ___isReloading) { ___shellsLoaded = 2f; if (___shellsLoaded == 1f) { ___isReloading = true; } else { ___isReloading = false; } } } }