Decompiled source of ParryBananza v1.0.0

Parry Bananza.dll

Decompiled 3 months ago
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
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("Everything parrayble")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Everything parrayble")]
[assembly: AssemblyCopyright("Copyright ©  2024")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("c4efd279-2768-4085-a4d4-ae83f5d99168")]
[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 Everything_parrayble;

[BepInPlugin("DolfeLive.Ultrakill.ParryBananza", "ParryBananza", "1.0.0")]
public class Class1 : BaseUnityPlugin
{
	private List<Projectile> Proj;

	private void Update()
	{
		Grenade[] array = Object.FindObjectsOfType<Grenade>();
		if (array.Length != 0)
		{
			Grenade[] array2 = array;
			foreach (Grenade val in array2)
			{
				if (Object.op_Implicit((Object)(object)((Component)val).GetComponent<Grenade>()) && !Object.op_Implicit((Object)(object)((Component)val).GetComponent<Projectile>()))
				{
					Projectile val2 = ((Component)val).gameObject.AddComponent<Projectile>();
					Debug.Log((object)"new grenade stuff done to it");
					if (((Object)val).name == "Rocket(Clone)")
					{
						((Component)val).gameObject.GetComponent<Projectile>().friendly = true;
					}
				}
			}
		}
		Nail[] array3 = Object.FindObjectsOfType<Nail>();
		if (array3.Length == 0)
		{
			return;
		}
		Nail[] array4 = array3;
		foreach (Nail val3 in array4)
		{
			if (Object.op_Implicit((Object)(object)((Component)val3).GetComponent<Nail>()) && !Object.op_Implicit((Object)(object)((Component)val3).GetComponent<Projectile>()))
			{
				Projectile val4 = ((Component)val3).gameObject.AddComponent<Projectile>();
				Debug.Log((object)"new nail stuff done to it");
			}
		}
	}
}