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Decompiled source of Ship Mimics Riot Control v1.0.2
RiotControl.dll
Decompiled 2 years agousing System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Logging; using HarmonyLib; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: AssemblyTitle("RiotControl")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("RiotControl")] [assembly: AssemblyCopyright("Copyright © 2024")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("9dee6e3f-c8e0-4283-a751-ec6c3ed6b9c6")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] namespace RiotControl { [BepInPlugin("Riot_Control", "Riot_Control", "1.0.2")] [BepInProcess("Lethal Company.exe")] public class Plugin : BaseUnityPlugin { private const string modGUID = "Riot_Control"; private const string modName = "Riot_Control"; private const string modVersion = "1.0.2"; private readonly Harmony harmony = new Harmony("Riot_Control"); private static Plugin Instance; internal ManualLogSource mls; private void Awake() { if ((Object)(object)Instance == (Object)null) { Instance = this; } mls = Logger.CreateLogSource("Riot_Control"); mls.LogInfo((object)"Riot Control Initiated!"); harmony.PatchAll(); } } } namespace RiotControl.Patches { [HarmonyPatch(typeof(MaskedPlayerEnemy))] internal class MaskedPlayerEnemyPatch { [HarmonyPatch("Update")] [HarmonyPrefix] private static void UpdatePatch(MaskedPlayerEnemy __instance, bool ___isInsidePlayerShip) { if (___isInsidePlayerShip) { ((EnemyAI)__instance).KillEnemy(true); } } } }