Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Decompiled source of InfDeathHeadEnergy v1.0.5
corpsecontrolf.dll
Decompiled 6 months agousing System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using HarmonyLib; 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("better item logic")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("better item logic")] [assembly: AssemblyCopyright("Copyright © 2025")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("c4363021-4e97-4eae-b884-7916d62cc6a9")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [assembly: AssemblyVersion("1.0.0.0")] namespace Main; [BepInPlugin("com.Null_Devz.InfiniteEnergy", "Better Item Logic", "1.0.0")] public class Plugin : BaseUnityPlugin { public static GameObject ownershipManager; public void Awake() { //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Expected O, but got Unknown Debug.Log((object)"[Plugin] Awake — patching..."); Harmony val = new Harmony("com.Null_Devz.InfiniteEnergy"); val.PatchAll(); Debug.Log((object)"[Plugin] Harmony patches applied"); } } [HarmonyPatch(typeof(SpectateCamera), "HeadEnergyLogic")] public class Patch_HeadEnergyLogic { private static void Prefix(SpectateCamera __instance) { float num = 0f; FieldInfo fieldInfo = AccessTools.Field(typeof(SpectateCamera), "headEnergy"); if (fieldInfo != null) { num = (float)fieldInfo.GetValue(__instance); num += Time.deltaTime; num = Mathf.Clamp01(num); fieldInfo.SetValue(__instance, num); } FieldInfo fieldInfo2 = AccessTools.Field(typeof(SpectateCamera), "headEnergyEnough"); if (fieldInfo2 != null) { fieldInfo2.SetValue(__instance, (double)num >= 0.25); } } }