Decompiled source of JesterFearEffects v1.0.0

jesterFearEffects.dll

Decompiled 2 weeks ago
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Logging;
using GameNetcodeStuff;
using HarmonyLib;
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("jesterGlobalFear")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("jesterGlobalFear")]
[assembly: AssemblyCopyright("Copyright ©  2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("4c6bc8ae-b7b9-4723-bd61-cf8fff7e80a3")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace jesterGlobalFear
{
	[BepInPlugin("vy.JesterFearEffects", "JesterFearEffects", "1.0.0")]
	public class jesterFearEffects : BaseUnityPlugin
	{
		private const string modGUID = "vy.JesterFearEffects";

		private const string modName = "JesterFearEffects";

		private const string modVersion = "1.0.0";

		private readonly Harmony harmony = new Harmony("vy.JesterFearEffects");

		private static jesterFearEffects Instance;

		internal ManualLogSource mls;

		private void Awake()
		{
			if ((Object)(object)Instance == (Object)null)
			{
				Instance = this;
			}
			mls = Logger.CreateLogSource("vy.JesterFearEffects");
			mls.LogInfo((object)"Loaded JesterFearEffects");
			harmony.PatchAll();
		}
	}
}
namespace jesterFearEffects.Patches
{
	[HarmonyPatch(typeof(JesterAI))]
	internal class JesterAIPatch
	{
		[HarmonyPatch("Update")]
		[HarmonyPostfix]
		private static void fearHandler(ref int ___previousState)
		{
			if (GameNetworkManager.Instance.localPlayerController.isInsideFactory)
			{
				switch (___previousState)
				{
				case 0:
					break;
				case 1:
					GameNetworkManager.Instance.localPlayerController.JumpToFearLevel(0.68f, true);
					break;
				case 2:
					GameNetworkManager.Instance.localPlayerController.JumpToFearLevel(1f, true);
					break;
				}
			}
		}
	}
	[HarmonyPatch(typeof(PlayerControllerB))]
	internal class PlayerControllerBPatch
	{
	}
}