using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Threading.Tasks;
using BepInEx;
using BepInEx.Configuration;
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("AlwaysSpawnDeadBody")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("AlwaysSpawnDeadBody")]
[assembly: AssemblyCopyright("Copyright © 2026")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("6b3efe0d-22c3-4733-95a8-dcda7dcd2cca")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace AlwaysSpawnDeadBody;
[BepInPlugin("yazirushi.AlwaysSpawnDeadBody", "AlwaysSpawnDeadBody", "1.0.0")]
public class AlwaysSpawnDeadBody : BaseUnityPlugin
{
private readonly Harmony harmony = new Harmony("yazirushi.AlwaysSpawnDeadBody");
internal static ManualLogSource mls;
public static ConfigEntry<bool> DebugLog;
private void Awake()
{
//IL_001d: Unknown result type (might be due to invalid IL or missing references)
//IL_0027: Expected O, but got Unknown
DebugLog = ((BaseUnityPlugin)this).Config.Bind<bool>("Debug", "Log", false, new ConfigDescription("Whether to output debug logs", (AcceptableValueBase)null, Array.Empty<object>()));
mls = ((BaseUnityPlugin)this).Logger;
mls.LogInfo((object)"Starting AlwaysSpawnDeadBody...");
harmony.PatchAll();
}
}
[HarmonyPatch(typeof(PlayerControllerB), "KillPlayer")]
public class AlwaysSpawnDeadBody_patch_A
{
private static void Prefix(ref bool spawnBody, ref int deathAnimation)
{
bool flag = false;
if (AlwaysSpawnDeadBody.DebugLog.Value)
{
AlwaysSpawnDeadBody.mls.LogInfo((object)$" DeadBodyInfo \nSpawnBody : {spawnBody} \nDeathAnimationType : {deathAnimation} ");
}
if (!spawnBody)
{
spawnBody = true;
flag = true;
}
if (deathAnimation == 9)
{
deathAnimation = 0;
flag = true;
}
if (flag && AlwaysSpawnDeadBody.DebugLog.Value)
{
AlwaysSpawnDeadBody.mls.LogInfo((object)"Patched DeadBody");
}
}
}
[HarmonyPatch(typeof(DeadBodyInfo), "DeactivateBody")]
public class AlwaysSpawnDeadBody_patch_B
{
private static async void Postfix(DeadBodyInfo __instance)
{
await Task.Delay(4000);
((Component)__instance).gameObject.SetActive(true);
__instance.deactivated = false;
__instance.SetBodyPartsKinematic(false);
if (AlwaysSpawnDeadBody.DebugLog.Value)
{
AlwaysSpawnDeadBody.mls.LogInfo((object)"Stop the deactivation process");
}
}
}
[HarmonyPatch(typeof(DepositItemsDesk), "AnimationGrabPlayer")]
internal class AlwaysSpawnDeadBody_patch_C
{
private static void Postfix(int playerID)
{
PlayerControllerB val = StartOfRound.Instance.allPlayerScripts[playerID];
if ((Object)(object)val?.deadBody != (Object)null)
{
((Component)val.deadBody).gameObject.SetActive(true);
if (AlwaysSpawnDeadBody.DebugLog.Value)
{
AlwaysSpawnDeadBody.mls.LogInfo((object)"Reactivation DeadBody");
}
}
else if (AlwaysSpawnDeadBody.DebugLog.Value)
{
AlwaysSpawnDeadBody.mls.LogWarning((object)"Not found DeadBody");
}
}
}