using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security.Permissions;
using BepInEx;
using HarmonyLib;
using Jotunn.Utils;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("WispLightAlwaysOn")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("WispLightAlwaysOn")]
[assembly: AssemblyCopyright("Copyright © 2021")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("e3243d22-4307-4008-ba36-9f326008cde5")]
[assembly: AssemblyFileVersion("0.0.1.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.6.2", FrameworkDisplayName = ".NET Framework 4.6.2")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.0.1.0")]
namespace WispLightAlwaysOn;
[BepInPlugin("WispLightAlwaysOn", "WispLightAlwaysOn", "1.0.0")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
[NetworkCompatibility(/*Could not decode attribute arguments.*/)]
public class WispLightAlwaysOn : BaseUnityPlugin
{
[HarmonyPatch(typeof(Player), "OnSpawned")]
public static class Player_OnSpawned_Patch
{
public static void Postfix(Player __instance)
{
AddDemisterEffect(__instance);
}
}
[HarmonyPatch(typeof(Player), "OnRespawn")]
public static class Player_OnRespawn_Patch
{
public static void Postfix(Player __instance)
{
AddDemisterEffect(__instance);
}
}
public const string PluginGUID = "WispLightAlwaysOn";
public const string PluginName = "WispLightAlwaysOn";
public const string PluginVersion = "1.0.0";
public static int s_StatusEffectDemister = StringExtensionMethods.GetStableHashCode("Demister");
private static Harmony harmony;
private void Awake()
{
harmony = Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), "WispLightAlwaysOn");
}
private void OnDestroy()
{
Harmony obj = harmony;
if (obj != null)
{
obj.UnpatchSelf();
}
}
public static void AddDemisterEffect(Player player)
{
if (!((Character)player).GetSEMan().HaveStatusEffect(s_StatusEffectDemister))
{
((Character)player).GetSEMan().AddStatusEffect(s_StatusEffectDemister, false, 0, 0f);
}
}
}