using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using UnboundLib.GameModes;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("0.0.0.0")]
namespace EndlessMod;
[BepInPlugin("com.emiliano.endlessmod", "Endless Mod", "1.0.0")]
[BepInProcess("Rounds.exe")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
public class EndlessMod : BaseUnityPlugin
{
[CompilerGenerated]
private sealed class <OnGameStart>d__1 : IEnumerator<object>, IDisposable, IEnumerator
{
private int <>1__state;
private object <>2__current;
public IGameModeHandler gm;
object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
object IEnumerator.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
[DebuggerHidden]
public <OnGameStart>d__1(int <>1__state)
{
this.<>1__state = <>1__state;
}
[DebuggerHidden]
void IDisposable.Dispose()
{
<>1__state = -2;
}
private bool MoveNext()
{
switch (<>1__state)
{
default:
return false;
case 0:
<>1__state = -1;
gm.ChangeSetting("roundsToWinGame", (object)999);
<>2__current = null;
<>1__state = 1;
return true;
case 1:
<>1__state = -1;
return false;
}
}
bool IEnumerator.MoveNext()
{
//ILSpy generated this explicit interface implementation from .override directive in MoveNext
return this.MoveNext();
}
[DebuggerHidden]
void IEnumerator.Reset()
{
throw new NotSupportedException();
}
}
[CompilerGenerated]
private sealed class <OnRoundEnd>d__2 : IEnumerator<object>, IDisposable, IEnumerator
{
private int <>1__state;
private object <>2__current;
public IGameModeHandler gm;
object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
object IEnumerator.Current
{
[DebuggerHidden]
get
{
return <>2__current;
}
}
[DebuggerHidden]
public <OnRoundEnd>d__2(int <>1__state)
{
this.<>1__state = <>1__state;
}
[DebuggerHidden]
void IDisposable.Dispose()
{
<>1__state = -2;
}
private bool MoveNext()
{
switch (<>1__state)
{
default:
return false;
case 0:
<>1__state = -1;
gm.ChangeSetting("roundsToWinGame", (object)999);
<>2__current = null;
<>1__state = 1;
return true;
case 1:
<>1__state = -1;
return false;
}
}
bool IEnumerator.MoveNext()
{
//ILSpy generated this explicit interface implementation from .override directive in MoveNext
return this.MoveNext();
}
[DebuggerHidden]
void IEnumerator.Reset()
{
throw new NotSupportedException();
}
}
private void Start()
{
GameModeManager.AddHook("RoundEnd", (Func<IGameModeHandler, IEnumerator>)OnRoundEnd);
GameModeManager.AddHook("GameStart", (Func<IGameModeHandler, IEnumerator>)OnGameStart);
((BaseUnityPlugin)this).Logger.LogInfo((object)"EndlessMod loaded!");
}
[IteratorStateMachine(typeof(<OnGameStart>d__1))]
private IEnumerator OnGameStart(IGameModeHandler gm)
{
//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
return new <OnGameStart>d__1(0)
{
gm = gm
};
}
[IteratorStateMachine(typeof(<OnRoundEnd>d__2))]
private IEnumerator OnRoundEnd(IGameModeHandler gm)
{
//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
return new <OnRoundEnd>d__2(0)
{
gm = gm
};
}
}