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Decompiled source of AlwaysSpawnDeadBody v1.0.0
AlwaysSpawnDeadBody/AlwaysSpawnDeadBody.dll
Decompiled 3 months agousing 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"); } } }