Decompiled source of MyFixedUpdate v1.0.1

MyFixedUpdate.dll

Decompiled a month ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using Microsoft.CodeAnalysis;
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("MyFixedUpdate")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("MyFixedUpdate")]
[assembly: AssemblyTitle("MyFixedUpdate")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace MyFixedUpdate
{
	[BepInPlugin("HIFU.MyFixedUpdate", "MyFixedUpdate", "1.0.0")]
	public class Main : BaseUnityPlugin
	{
		public const string PluginGUID = "HIFU.MyFixedUpdate";

		public const string PluginAuthor = "HIFU";

		public const string PluginName = "MyFixedUpdate";

		public const string PluginVersion = "1.0.0";

		public static ConfigEntry<float> physicsFps { get; set; }

		public void Awake()
		{
			physicsFps = ((BaseUnityPlugin)this).Config.Bind<float>("Physics Updates", "Physics Update Rate", 51f, "Changes the game's fixed physics frame rate (this affects pretty much everything except graphics and input). Lower values generally mean more FPS, but can cause all kinds of issues. At the default value, it should give a small to noticeable boost in FPS without affecting the game in a super noticeable way depending on your hardware, mod count and how late into a run you are.");
			Time.fixedDeltaTime = 1f / physicsFps.Value;
		}
	}
}