using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using Microsoft.CodeAnalysis;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyCompany("InventoryExpansion")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("InventoryExpansion")]
[assembly: AssemblyTitle("InventoryExpansion")]
[assembly: AssemblyVersion("1.0.0.0")]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
[BepInPlugin("oldmarket.inventoryexpansion", "Inventory Expansion", "1.0.0")]
public class InventoryExpansion : BaseUnityPlugin
{
public static ConfigEntry<int> SlotCount;
private void Awake()
{
SlotCount = ((BaseUnityPlugin)this).Config.Bind<int>("Inventory", "SlotCount", 100, "Количество слотов инвентаря");
Harmony.CreateAndPatchAll(typeof(PlayerInventoryPatch), (string)null);
}
}
[HarmonyPatch(typeof(PlayerInventory), "Awake")]
public static class PlayerInventoryPatch
{
private static void Prefix(PlayerInventory __instance)
{
__instance.maxSlots = InventoryExpansion.SlotCount.Value;
__instance.initialActiveSlots = InventoryExpansion.SlotCount.Value;
}
}