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Decompiled source of AnarchyMetamorphosis v1.0.0
AnarchyMetamorphosis.dll
Decompiled a year agousing System.Diagnostics; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using HarmonyLib; using RoR2; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("AnarchyMetamorphosis")] [assembly: AssemblyConfiguration("Release")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("AnarchyMetamorphosis")] [assembly: AssemblyTitle("AnarchyMetamorphosis")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] namespace AnarchyMetamorphosis; [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInPlugin("Ineophobe.AnarchyMetamorphosis", "AnarchyMetamorphosis", "1.0.0")] public class MetamorphosisPlugin : BaseUnityPlugin { public const string PluginGUID = "Ineophobe.AnarchyMetamorphosis"; public const string PluginAuthor = "Ineophobe"; public const string PluginName = "AnarchyMetamorphosis"; public const string PluginVersion = "1.0.0"; public void Awake() { //IL_0005: Unknown result type (might be due to invalid IL or missing references) new Harmony("Ineophobe.AnarchyMetamorphosis").PatchAll(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"AnarchyMetamorphosis loaded successfully!"); } } [HarmonyPatch(typeof(CharacterMaster), "PickRandomSurvivorBodyPrefab")] public static class PickRandomSurvivorBodyPrefabPatch { public static bool Prefix(ref GameObject __result, Xoroshiro128Plus rng, NetworkUser networkUser, bool allowHidden) { GameObject[] array = BodyCatalog.allBodyPrefabs.Where((GameObject prefab) => (Object)(object)prefab.GetComponent<SetStateOnHurt>() != (Object)null).ToArray(); __result = rng.NextElementUniform<GameObject>(array); return false; } }