Decompiled source of InfiniteStamina v1.0.0

InfiniteStamina.dll

Decompiled a day ago
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 InfiniteStamina.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("InfiniteStamina")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("InfiniteStamina")]
[assembly: AssemblyCopyright("Copyright ©  2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("43e9cac9-6b1f-46f0-b1f3-f37575e133fd")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace InfiniteStamina
{
	[BepInPlugin("Galaxcito.REPO.InfiniteStamina", "Infinite Stamina", "1.0.0")]
	public class InfiniteStamina : BaseUnityPlugin
	{
		private const string modGUID = "Galaxcito.REPO.InfiniteStamina";

		private const string modName = "Infinite Stamina";

		private const string modVersion = "1.0.0";

		private readonly Harmony harmony = new Harmony("Galaxcito.REPO.InfiniteStamina");

		internal ManualLogSource mls;

		internal static InfiniteStamina instance { get; private set; }

		private void Awake()
		{
			if ((Object)(object)instance == (Object)null)
			{
				instance = this;
			}
			mls = ((BaseUnityPlugin)this).Logger;
			mls.LogInfo((object)"The mod Infinite Stamina by Galaxcito was loaded successfully :p");
			harmony.PatchAll(typeof(InfiniteStamina));
			harmony.PatchAll(typeof(PlayerStaminaPatch));
		}
	}
}
namespace InfiniteStamina.Patches
{
	[HarmonyPatch(typeof(PlayerController))]
	internal class PlayerStaminaPatch
	{
		[HarmonyPatch("Update")]
		[HarmonyPatch("FixedUpdate")]
		[HarmonyPostfix]
		private static void InfiniteStaminaPatch(PlayerController __instance)
		{
			if (__instance.sprinting)
			{
				__instance.EnergyCurrent = __instance.EnergyStart;
			}
			else if (__instance.Sliding)
			{
				__instance.EnergyCurrent = __instance.EnergyStart;
			}
		}
	}
}