Decompiled source of CustomDeathMessage v1.0.0

Custom Death Message.dll

Decompiled 9 hours ago
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("Custom_Death_Message")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Custom_Death_Message")]
[assembly: AssemblyCopyright("Copyright ©  2023")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("afe4570b-5ffb-4298-b49c-568066f0a78d")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace CustomDeathMessage;

[BepInPlugin("com.AquaEther.CustomDeathMessage", "CustomDeathMessage", "1.0.0")]
public class CustomDeathMessagePlugin : BaseUnityPlugin
{
	public TextMeshProUGUI script;

	public bool textSwitch;

	private const string MyGUID = "com.AquaEther.CustomDeathMessage";

	private const string PluginName = "CustomDeathMessage";

	private const string VersionString = "1.0.0";

	public static ManualLogSource Log = new ManualLogSource("CustomDeathMessage");

	public ConfigEntry<string> fortnite;

	public void Awake()
	{
		fortnite = ((BaseUnityPlugin)this).Config.Bind<string>("General", "DeathText", "<color=orange>WARNING: EXTREME BRAIN DAMAGE SUSTAINED.</color>\r\n<color=orange>BUYING PROPERTY IN EGYPT</color>\r\nERROR: HAWK TUAH MODULE #1 NOT RESPONDING\r\nERROR: HAWK TUAH MODULE #2 NOT RESPONDING\r\n<color=orange>WARNING: SIGMA SYSTEMS INOPERABLE</color>\r\n<color=orange>ATTEMPTING RECONSTRUCTION (WHAT?!?)</color>\r\nERROR: THE FUCKING MIMIC NOT RESPONDING\r\nINSUFFICIENT MANGO.\r\nINSUFFICIENT MANGO.\r\n<color=orange>INITIATING RIZZLER PROTOCOL</color>\r\n<color=orange>ATTEMPTING CONNECTION WITH KAI CENAT</color>\r\nERROR: GOON CORE MODULE #1 NOT RESPONDING\r\nERROR: GOON CORE MODULE #2 NOT RESPONDING\r\n<color=orange>WARNING: UNABLE TO PLAY THESE GAMES BEFORE</color>\r\nERROR: VISUAL LOOKSMAXX MALFUNCTION\r\nERROR: CHOPPED CHIN NOT RESPONDING\r\nINSUFFICIENT MANGO.\r\nINSUFFICIENT MANGO.\r\n<color=orange>WARNING: UNABLE TO SUSTAIN SKIBIDI TOILETS</color>\r\n! AURA FAILURE !\r\n! AURA FAILURE !\r\n! AURA FAILURE !\r\n-!- CRASHOUT IMMINENT -!-\r\nERROR: NO FATHER DETECTED, UNABLE TO ANSWER QUESTION\r\n! MUSTAAAARD !\r\n! MUSTAAAARD !\r\nINSUFFICIENT STILLWATER.\r\nINSUFFICIENT STILLWATER.\r\n<color=orange>WARNING: THOSE UNABLE TO KNOW :SKULL:</color>\r\n-!- CRASHOUT IMMINENT -!-\r\n-!- CRASHOUT IMMINENT -!-\r\nTS PMO ICL.\r\nTS PMO ICL.\r\nTS PMO ICL.\r\nTS PMO ICL.\r\nTS PMO ICL.\r\nTS PMO ICL.\r\nTS PMO ICL.\r\nTS PMO ICL.", "The text on the left of the screen when you die");
		((BaseUnityPlugin)this).Logger.LogInfo((object)"PluginName: CustomDeathMessage, VersionString: 1.0.0 is loaded.");
		Log = ((BaseUnityPlugin)this).Logger;
		SceneManager.sceneLoaded -= OnSceneLoaded;
		SceneManager.sceneLoaded += OnSceneLoaded;
	}

	public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
	{
		if (((Scene)(ref scene)).name == "b3e7f2f8052488a45b35549efb98d902")
		{
			((BaseUnityPlugin)this).Logger.LogInfo((object)"menu = no death");
			return;
		}
		DeathSequence[] array = Object.FindObjectsOfType<DeathSequence>(true);
		if (array.Length >= 1)
		{
			TextMeshProUGUI componentInChildren = ((Component)((Component)array.First()).transform).GetComponentInChildren<TextMeshProUGUI>();
			if ((Object)(object)componentInChildren != (Object)null)
			{
				script = ((Component)componentInChildren).GetComponent<TextMeshProUGUI>();
			}
			((TMP_Text)script).text = fortnite.Value;
		}
	}
}