Decompiled source of Rounds Card Fix Patch v6.67.9

RoundsCardFixPatch.dll

Decompiled 3 weeks ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using Microsoft.CodeAnalysis;
using UnboundLib;
using UnboundLib.Utils;
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: AssemblyCompany("RoundsCardFixPatch")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("RoundsCardFixPatch")]
[assembly: AssemblyTitle("RoundsCardFixPatch")]
[assembly: AssemblyVersion("1.0.0.0")]
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;
		}
	}
}
namespace RoundsCardFixPatch
{
	[BepInPlugin("r00t.systems.best.patch", "rounds card fix patch; The best patch of all time and the only mod you will ever need 100% guaranteed or you money back! What's that? You didn't pay for this mod? What do you mean you did't pay for it?? Well uhhhhhhhh… I guess, hmmm I'll do something about this, don't worry.", "6.67.9")]
	[BepInProcess("Rounds.exe")]
	public class Class1 : BaseUnityPlugin
	{
		private const string ModId = "r00t.systems.best.patch";

		private const string ModName = "rounds card fix patch; The best patch of all time and the only mod you will ever need 100% guaranteed or you money back! What's that? You didn't pay for this mod? What do you mean you did't pay for it?? Well uhhhhhhhh… I guess, hmmm I'll do something about this, don't worry.";

		public const string Version = "6.67.9";

		public List<string> names = new List<string>();

		public List<string> descriptions = new List<string>();

		public List<CardInfoStat[]> stats = new List<CardInfoStat[]>();

		public List<CardThemeColorType> themes = new List<CardThemeColorType>();

		public List<GameObject> arts = new List<GameObject>();

		public List<Rarity> rarities = new List<Rarity>();

		public List<CardInfo> cards = new List<CardInfo>();

		private IEnumerator Start()
		{
			for (int _ = 0; _ < 20; _++)
			{
				yield return null;
			}
			cards = CardManager.cards.Values.Select((Card c) => c.cardInfo).ToList();
			foreach (CardInfo card2 in cards)
			{
				names.Add(card2.cardName);
				descriptions.Add(card2.cardDestription);
				stats.Add(card2.cardStats);
				themes.Add(card2.colorTheme);
				arts.Add(card2.cardArt);
				rarities.Add(card2.rarity);
			}
			while (true)
			{
				Debug.Log((object)"I'm fixing all your cards, please wait a moment, hope this doesn't take too long.");
				List<string> Rnames = names.ToList();
				ExtensionMethods.Shuffle<string>((IList<string>)Rnames);
				List<string> Rdescriptions = descriptions.ToList();
				ExtensionMethods.Shuffle<string>((IList<string>)Rdescriptions);
				List<CardInfoStat[]> Rstats = stats.ToList();
				ExtensionMethods.Shuffle<CardInfoStat[]>((IList<CardInfoStat[]>)Rstats);
				List<CardThemeColorType> Rthemes = themes.ToList();
				ExtensionMethods.Shuffle<CardThemeColorType>((IList<CardThemeColorType>)Rthemes);
				List<GameObject> Rarts = arts.ToList();
				ExtensionMethods.Shuffle<GameObject>((IList<GameObject>)Rarts);
				List<Rarity> Rrarities = rarities.ToList();
				ExtensionMethods.Shuffle<Rarity>((IList<Rarity>)Rrarities);
				foreach (CardInfo card in cards)
				{
					card.cardName = Rnames[0];
					Rnames.RemoveAt(0);
					card.cardDestription = Rdescriptions[0];
					Rdescriptions.RemoveAt(0);
					card.cardStats = Rstats[0];
					Rstats.RemoveAt(0);
					card.colorTheme = Rthemes[0];
					Rthemes.RemoveAt(0);
					card.cardArt = Rarts[0];
					Rarts.RemoveAt(0);
					card.rarity = Rrarities[0];
					Rrarities.RemoveAt(0);
				}
				yield return (object)new WaitForSecondsRealtime(500f);
			}
		}
	}
}