using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using REPOFunGun.Patches;
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("REPOFunGun")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("REPOFunGun")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("1616a1e4-9a41-4360-9db1-bc80b08f0172")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace REPOFunGun
{
[BepInPlugin("Cama.FunGun", "Fun Gun", "0.0.2")]
public class FunGunMod : BaseUnityPlugin
{
private const string modGUID = "Cama.FunGun";
private const string modName = "Fun Gun";
private const string modVersion = "0.0.2";
private readonly Harmony harmony = new Harmony("Cama.FunGun");
private static FunGunMod Instance;
internal ManualLogSource mls;
private void Awake()
{
if ((Object)(object)Instance == (Object)null)
{
Instance = this;
}
mls = Logger.CreateLogSource("Cama.FunGun");
mls.LogInfo((object)"Cama's Fun Gun Initialized! Time for some fun!");
harmony.PatchAll(typeof(FunGunMod));
harmony.PatchAll(typeof(OPGunPatch));
}
}
}
namespace REPOFunGun.Patches
{
[HarmonyPatch(typeof(ItemGun))]
internal class OPGunPatch
{
[HarmonyPatch("Update")]
[HarmonyPostfix]
private static void gunPatches(ref float ___shootCooldown, ref float ___batteryDrain, ref int ___numberOfBullets, ref int ___batteryDrainFullBars, ref bool ___batteryDrainFullBar, ref float ___gunRecoilForce)
{
___shootCooldown = 0f;
___batteryDrain = 0f;
___numberOfBullets = 50;
___batteryDrainFullBars = 0;
___batteryDrainFullBar = true;
___gunRecoilForce = 0f;
}
}
}