The BepInEx console will not appear when launching like it does for other games on Thunderstore. This is normal (and helps prevent crashes during startup). You can turn it back on in your BepInEx.cfg file.
Decompiled source of NoFallDamage v1.1.1
NoFallDamage.dll
Decompiled a month agousing System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Configuration; using HarmonyLib; using Microsoft.CodeAnalysis; using UnityEngine; [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=v4.7.1", FrameworkDisplayName = ".NET Framework 4.7.1")] [assembly: AssemblyCompany("NoFallDamage")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyDescription("Your damages don't fall now!")] [assembly: AssemblyFileVersion("1.1.0.0")] [assembly: AssemblyInformationalVersion("1.1.0")] [assembly: AssemblyProduct("NoFallDamage")] [assembly: AssemblyTitle("NoFallDamage")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.1.0.0")] [module: UnverifiableCode] [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; } } } namespace NoFallDamage { [BepInPlugin("com.Zahirgamer444.NoFallDamage", "NoFallDamage", "1.0.0")] public class NoFallDamage : BaseUnityPlugin { [HarmonyPatch(typeof(CharacterMovement), "CheckFallDamage")] public class Patch_NoFallDamage { [HarmonyPrefix] public static bool CheckFallDamage(CharacterMovement __instance) { if (__instance.FallTime() > __instance.fallDamageTime) { float num = Mathf.Max(__instance.FallFactor(3f, 1.5f), 0.05f); float num2 = num; num = Mathf.Min(num, __instance.MaxVelDmg()); float num3 = num / num2; if (num >= 0.025f) { Character componentInParent = ((Component)__instance).GetComponentInParent<Character>(); if ((Object)(object)componentInParent != (Object)null && componentInParent.IsLocal) { Character.localCharacter = componentInParent; if (PassOutOnFall.Value) { Debug.Log((object)"[NoFallDamage] Fall damage canceled. Pass out due to falling."); componentInParent.PassOutInstantly(); } else { Debug.Log((object)"[NoFallDamage] Fall damage canceled."); } } return false; } } return false; } } public static ConfigEntry<bool> PassOutOnFall; public const string PLUGIN_GUID = "com.Zahirgamer444.NoFallDamage"; public const string PLUGIN_NAME = "NoFallDamage"; public const string PLUGIN_VERSION = "1.0.0"; private void Awake() { //IL_0037: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Expected O, but got Unknown ((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin com.Zahirgamer444.NoFallDamage is loaded! Yay"); PassOutOnFall = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "PassOut", false, "If true, you will pass out for a brief moment when you would've taken fall damage."); Harmony val = new Harmony("com.Zahirgamer444.NoFallDamage"); val.PatchAll(Assembly.GetExecutingAssembly()); } } public static class PluginInfo { public const string PLUGIN_GUID = "NoFallDamage"; public const string PLUGIN_NAME = "NoFallDamage"; public const string PLUGIN_VERSION = "1.1.0"; } }