using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using HarmonyLib;
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=v2.0", FrameworkDisplayName = "")]
[assembly: AssemblyCompany("SoggyEverything")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("SoggyEverything")]
[assembly: AssemblyTitle("SoggyEverything")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace SoggyEverything;
[BepInPlugin("doomahreal.ultrakill.owlprojectile", "OWL PROJECTILE", "1.0.0")]
public class Plugin : BaseUnityPlugin
{
private static Texture2D s_theTexture;
private static Sprite s_theSprite;
private void Awake()
{
//IL_0005: Unknown result type (might be due to invalid IL or missing references)
new Harmony("owlprojectile").PatchAll(typeof(Plugin));
AssetBundle obj = AssetBundle.LoadFromFile(Path.Combine(Assembly.GetExecutingAssembly().Location.Replace("owlprojectile.dll", ""), "owlprojectileassets"));
s_theTexture = obj.LoadAsset<Texture2D>("owltexture");
s_theSprite = obj.LoadAsset<Sprite>("owl");
}
static Plugin()
{
}
[HarmonyPatch(typeof(Projectile), "Start")]
[HarmonyPostfix]
private static void MakeOwl(Projectile __instance)
{
//IL_0045: Unknown result type (might be due to invalid IL or missing references)
((Renderer)((Component)__instance).gameObject.GetComponent<MeshRenderer>()).material.mainTexture = (Texture)(object)s_theTexture;
MeshRenderer val = default(MeshRenderer);
if (((Component)((Component)__instance).transform.GetChild(0)).TryGetComponent<MeshRenderer>(ref val))
{
((Renderer)val).material.mainTexture = (Texture)(object)s_theTexture;
((Renderer)val).material.color = Color.white;
((Renderer)((Component)__instance).gameObject.GetComponent<MeshRenderer>()).enabled = false;
}
}
}