Decompiled source of EndlessMod v1.0.0

EndlessMod.dll

Decompiled 4 days ago
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
		};
	}
}