Some mods may be broken due to the recent Alloyed Collective update.
Decompiled source of EmoteableBiden v1.0.1
EmoteableBiden.dll
Decompiled 11 months agousing System; using System.Diagnostics; using System.IO; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Logging; using EmotesAPI; using On.RoR2; using R2API.Utils; using RoR2; 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=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("EmoteableBiden")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("EmoteableBiden")] [assembly: AssemblyTitle("EmoteableBiden")] [assembly: AssemblyVersion("1.0.0.0")] namespace EmoteableBiden; [BepInPlugin("com.brynzananas.emoteablebuden", "Emotable Biden", "1.0.1")] [BepInDependency("com.bepis.r2api", "4.4.1")] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [NetworkCompatibility(/*Could not decode attribute arguments.*/)] public class Main : BaseUnityPlugin { [Serializable] [CompilerGenerated] private sealed class <>c { public static readonly <>c <>9 = new <>c(); public static hook_Init <>9__6_0; internal void <Awake>b__6_0(orig_Init orig) { orig.Invoke(); if (emotesSetup) { return; } emotesSetup = true; foreach (SurvivorDef allSurvivorDef in SurvivorCatalog.allSurvivorDefs) { if (((Object)allSurvivorDef.bodyPrefab).name == "BidenBody") { GameObject val = MainAssets.LoadAsset<GameObject>("Assets/Models/Prefabs/Biden/Biden.prefab"); CustomEmotesAPI.ImportArmature(allSurvivorDef.bodyPrefab, val, 0, true); CustomEmotesAPI.CreateNameTokenSpritePair("PB_BIDEN_BODY_NAME", MainAssets.LoadAsset<Sprite>("Assets/Models/Prefabs/Biden/biden-emote-icon.png")); } } } } public const string ModGuid = "com.brynzananas.emoteablebuden"; public const string ModName = "Emotable Biden"; public const string ModVer = "1.0.1"; public static bool emotesSetup; public static AssetBundle MainAssets; public static ManualLogSource ModLogger; private void Awake() { //IL_004a: Unknown result type (might be due to invalid IL or missing references) //IL_004f: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Expected O, but got Unknown ModLogger = ((BaseUnityPlugin)this).Logger; using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("EmoteableBiden.biden")) { MainAssets = AssetBundle.LoadFromStream(stream); } object obj = <>c.<>9__6_0; if (obj == null) { hook_Init val = delegate(orig_Init orig) { orig.Invoke(); if (!emotesSetup) { emotesSetup = true; foreach (SurvivorDef allSurvivorDef in SurvivorCatalog.allSurvivorDefs) { if (((Object)allSurvivorDef.bodyPrefab).name == "BidenBody") { GameObject val2 = MainAssets.LoadAsset<GameObject>("Assets/Models/Prefabs/Biden/Biden.prefab"); CustomEmotesAPI.ImportArmature(allSurvivorDef.bodyPrefab, val2, 0, true); CustomEmotesAPI.CreateNameTokenSpritePair("PB_BIDEN_BODY_NAME", MainAssets.LoadAsset<Sprite>("Assets/Models/Prefabs/Biden/biden-emote-icon.png")); } } } }; <>c.<>9__6_0 = val; obj = (object)val; } SurvivorCatalog.Init += (hook_Init)obj; } }