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Decompiled source of BetterFlashlight v1.0.2
BetterFlashlight.dll
Decompiled a year agousing System; using System.Collections.Generic; 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.Logging; 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(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: IgnoresAccessChecksTo("Assembly-CSharp-firstpass")] [assembly: IgnoresAccessChecksTo("Assembly-CSharp")] [assembly: IgnoresAccessChecksTo("Autodesk.Fbx")] [assembly: IgnoresAccessChecksTo("Facepunch.Steamworks.Win64")] [assembly: IgnoresAccessChecksTo("FbxBuildTestAssets")] [assembly: IgnoresAccessChecksTo("Klattersynth")] [assembly: IgnoresAccessChecksTo("Photon3Unity3D")] [assembly: IgnoresAccessChecksTo("PhotonChat")] [assembly: IgnoresAccessChecksTo("PhotonRealtime")] [assembly: IgnoresAccessChecksTo("PhotonUnityNetworking")] [assembly: IgnoresAccessChecksTo("PhotonUnityNetworking.Utilities")] [assembly: IgnoresAccessChecksTo("PhotonVoice.API")] [assembly: IgnoresAccessChecksTo("PhotonVoice")] [assembly: IgnoresAccessChecksTo("PhotonVoice.PUN")] [assembly: IgnoresAccessChecksTo("SingularityGroup.HotReload.Runtime")] [assembly: IgnoresAccessChecksTo("SingularityGroup.HotReload.Runtime.Public")] [assembly: IgnoresAccessChecksTo("Sirenix.OdinInspector.Attributes")] [assembly: IgnoresAccessChecksTo("Sirenix.Serialization.Config")] [assembly: IgnoresAccessChecksTo("Sirenix.Serialization")] [assembly: IgnoresAccessChecksTo("Sirenix.Utilities")] [assembly: IgnoresAccessChecksTo("Unity.AI.Navigation")] [assembly: IgnoresAccessChecksTo("Unity.Formats.Fbx.Runtime")] [assembly: IgnoresAccessChecksTo("Unity.InputSystem")] [assembly: IgnoresAccessChecksTo("Unity.InputSystem.ForUI")] [assembly: IgnoresAccessChecksTo("Unity.Postprocessing.Runtime")] [assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.Runtime")] [assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.ShaderLibrary")] [assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary")] [assembly: IgnoresAccessChecksTo("Unity.TextMeshPro")] [assembly: IgnoresAccessChecksTo("Unity.Timeline")] [assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Antlr3.Runtime")] [assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Core")] [assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Flow")] [assembly: IgnoresAccessChecksTo("Unity.VisualScripting.State")] [assembly: IgnoresAccessChecksTo("UnityEngine.ARModule")] [assembly: IgnoresAccessChecksTo("UnityEngine.NVIDIAModule")] [assembly: IgnoresAccessChecksTo("UnityEngine.UI")] [assembly: IgnoresAccessChecksTo("websocket-sharp")] [assembly: AssemblyCompany("finnick")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("BetterFlashlight")] [assembly: AssemblyTitle("BetterFlashlight")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [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.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)] internal sealed class NullableAttribute : Attribute { public readonly byte[] NullableFlags; public NullableAttribute(byte P_0) { NullableFlags = new byte[1] { P_0 }; } public NullableAttribute(byte[] P_0) { NullableFlags = P_0; } } [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)] internal sealed class NullableContextAttribute : Attribute { public readonly byte Flag; public NullableContextAttribute(byte P_0) { Flag = P_0; } } [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 BetterFlashlight { [BepInPlugin("finnick.BetterFlashlight", "BetterFlashlight", "1.0.2")] public class BetterFlashlight : BaseUnityPlugin { internal static BetterFlashlight Instance { get; private set; } internal static ManualLogSource Logger => Instance._logger; private ManualLogSource _logger => ((BaseUnityPlugin)this).Logger; internal Harmony HarmonyInstance { get; set; } private void Awake() { //IL_0039: Unknown result type (might be due to invalid IL or missing references) //IL_0043: Expected O, but got Unknown Instance = this; ((Component)this).gameObject.transform.parent = null; ((Object)((Component)this).gameObject).hideFlags = (HideFlags)61; HarmonyInstance = new Harmony(((BaseUnityPlugin)this).Info.Metadata.GUID); HarmonyInstance.PatchAll(); Logger.LogInfo((object)$"{((BaseUnityPlugin)this).Info.Metadata.GUID} v{((BaseUnityPlugin)this).Info.Metadata.Version} has loaded!"); } } [HarmonyPatch(typeof(FlashlightController), "Update")] public static class FlashlightController_Update_Patch { private class FlashlightData { public bool manualToggleState = false; public bool isOn = false; public float batteryRemaining = MAX_BATTERY; } private static readonly float MAX_BATTERY = 10f; private static readonly Dictionary<FlashlightController, FlashlightData> flashlightData = new Dictionary<FlashlightController, FlashlightData>(); private static bool Prefix(FlashlightController __instance) { //IL_0144: Unknown result type (might be due to invalid IL or missing references) //IL_0197: Unknown result type (might be due to invalid IL or missing references) //IL_0224: Unknown result type (might be due to invalid IL or missing references) if (!__instance.PlayerAvatar.isLocal) { return true; } if (!flashlightData.TryGetValue(__instance, out FlashlightData value)) { value = new FlashlightData(); flashlightData[__instance] = value; } if (SemiFunc.MenuLevel()) { value.manualToggleState = false; value.isOn = false; ((Renderer)__instance.mesh).enabled = true; ((Behaviour)__instance.spotlight).enabled = false; __instance.halo.enabled = false; __instance.LightActive = false; __instance.spotlight.intensity = 0f; return false; } bool isOn = value.isOn; if (Input.GetKeyDown((KeyCode)102)) { value.manualToggleState = !value.manualToggleState; } if (__instance.PlayerAvatar.isCrouching || Input.GetKey((KeyCode)113)) { value.isOn = false; } else { value.isOn = value.manualToggleState && value.batteryRemaining > 0f; } if (!isOn && value.isOn) { if (__instance.lightOnAudio != null) { __instance.lightOnAudio.Play(((Component)__instance).transform.position, 1f, 1f, 1f, 1f); } } else if (isOn && !value.isOn && __instance.lightOffAudio != null) { __instance.lightOffAudio.Play(((Component)__instance).transform.position, 1f, 1f, 1f, 1f); } if (value.isOn) { value.batteryRemaining -= Time.deltaTime; if (value.batteryRemaining <= 0f) { value.batteryRemaining = 0f; value.manualToggleState = false; value.isOn = false; if (__instance.lightOffAudio != null) { __instance.lightOffAudio.Play(((Component)__instance).transform.position, 1f, 1f, 1f, 1f); } } } else if (value.batteryRemaining < MAX_BATTERY) { value.batteryRemaining = Mathf.Min(MAX_BATTERY, value.batteryRemaining + Time.deltaTime); } ((Renderer)__instance.mesh).enabled = true; if (value.isOn) { ((Behaviour)__instance.spotlight).enabled = true; __instance.halo.enabled = true; __instance.LightActive = true; __instance.spotlight.intensity = 0.7f; } else { ((Behaviour)__instance.spotlight).enabled = false; __instance.halo.enabled = false; __instance.LightActive = false; __instance.spotlight.intensity = 0f; } return false; } } }