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Decompiled source of NoBuildDust v1.0.6
NoBuildDust.dll
Decompiled 2 years agousing System; using System.Diagnostics; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Logging; using HarmonyLib; using Microsoft.CodeAnalysis; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: AssemblyTitle("NoBuildDust")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("Azumatt")] [assembly: AssemblyProduct("NoBuildDust")] [assembly: AssemblyCopyright("Copyright © 2021")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("4358610B-F3F4-4843-B7AF-98B7BC60DCDE")] [assembly: AssemblyFileVersion("1.0.6")] [assembly: TargetFramework(".NETFramework,Version=v4.6.2", FrameworkDisplayName = ".NET Framework 4.6.2")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.6.0")] [module: UnverifiableCode] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)] internal sealed class NullableAttribute : Attribute { public readonly byte[] NullableFlags; public NullableAttribute(byte P_0) { NullableFlags = new byte[1] { P_0 }; } public NullableAttribute(byte[] P_0) { NullableFlags = P_0; } } [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)] internal sealed class NullableContextAttribute : Attribute { public readonly byte Flag; public NullableContextAttribute(byte P_0) { Flag = P_0; } } } namespace NoBuildDust { [BepInPlugin("Azumatt.NoBuildDust", "NoBuildDust", "1.0.6")] public class NoBuildDustPlugin : BaseUnityPlugin { internal const string ModName = "NoBuildDust"; internal const string ModVersion = "1.0.6"; internal const string Author = "Azumatt"; private const string ModGUID = "Azumatt.NoBuildDust"; private readonly Harmony _harmony = new Harmony("Azumatt.NoBuildDust"); public static readonly ManualLogSource NoBuildDustLogger = Logger.CreateLogSource("NoBuildDust"); public void Awake() { Assembly executingAssembly = Assembly.GetExecutingAssembly(); _harmony.PatchAll(executingAssembly); } } [HarmonyPatch(typeof(ZNetScene), "Awake")] internal static class ZNetSceneAwakePatch { [HarmonyPriority(0)] private static void Postfix(ZNetScene __instance) { NoBuildDustPlugin.NoBuildDustLogger.LogDebug((object)"ZNetScene Awake Postfix, turning off build dust"); Piece val = default(Piece); WearNTear val2 = default(WearNTear); foreach (GameObject prefab in __instance.m_prefabs) { prefab.TryGetComponent<Piece>(ref val); prefab.TryGetComponent<WearNTear>(ref val2); if ((Object)(object)val != (Object)null) { try { if (val.m_placeEffect.m_effectPrefabs.Length != 0) { val.m_placeEffect.m_effectPrefabs = val.m_placeEffect.m_effectPrefabs.Where((EffectData effect) => !((Object)effect.m_prefab).name.Contains("vfx")).ToArray(); } } catch { NoBuildDustPlugin.NoBuildDustLogger.LogWarning((object)("Couldn't replace the placement effects for: " + Localization.instance.Localize(val.m_name) + " [" + ((Object)val).name + "]")); } } if (!((Object)(object)val2 != (Object)null)) { continue; } try { if (val2.m_destroyedEffect.m_effectPrefabs.Length != 0) { val2.m_destroyedEffect.m_effectPrefabs = val2.m_destroyedEffect.m_effectPrefabs.Where((EffectData effect) => !((Object)effect.m_prefab).name.Contains("vfx")).ToArray(); } } catch { NoBuildDustPlugin.NoBuildDustLogger.LogWarning((object)("Couldn't replace the destruction effects for: " + Utils.GetPrefabName(((Component)((Component)val2).transform.root).gameObject))); } } } } }