Some mods may be broken due to the recent Alloyed Collective update.
Decompiled source of GestureEnigma v1.0.2
GestureEnigma.dll
Decompiled a year agousing 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 IL.RoR2; using Mono.Cecil.Cil; using MonoMod.Cil; using On.RoR2; using R2API; using R2API.Utils; using RoR2; using RoR2.Artifacts; [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("GestureEnigma")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0+bf69db9a2c8e556808c9ab44fc1a27bf22af3c30")] [assembly: AssemblyProduct("GestureEnigma")] [assembly: AssemblyTitle("GestureEnigma")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] namespace GestureEnigma; [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInPlugin("com.Moffein.GestureEnigma", "GestureEnigma", "1.0.2")] [NetworkCompatibility(/*Could not decode attribute arguments.*/)] public class Class1 : BaseUnityPlugin { [Serializable] [CompilerGenerated] private sealed class <>c { public static readonly <>c <>9 = new <>c(); public static Func<Instruction, bool> <>9__1_2; public static Func<int, int> <>9__1_3; public static Manipulator <>9__1_0; public static hook_Init <>9__1_1; internal void <Awake>b__1_0(ILContext il) { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0008: Expected O, but got Unknown ILCursor val = new ILCursor(il); val.GotoNext(new Func<Instruction, bool>[1] { (Instruction x) => ILPatternMatchingExt.MatchLdsfld(x, typeof(Items), "AutoCastEquipment") }); val.Index += 2; val.EmitDelegate<Func<int, int>>((Func<int, int>)((int orig) => 0)); } internal bool <Awake>b__1_2(Instruction x) { return ILPatternMatchingExt.MatchLdsfld(x, typeof(Items), "AutoCastEquipment"); } internal int <Awake>b__1_3(int orig) { return 0; } internal void <Awake>b__1_1(orig_Init orig) { orig.Invoke(); Items.AutoCastEquipment.pickupToken = "GestureEnigma_Pickup"; Items.AutoCastEquipment.descriptionToken = "GestureEnigma_Desc"; } } public static bool autofireEnabled; public void Awake() { //IL_008d: Unknown result type (might be due to invalid IL or missing references) //IL_0092: Unknown result type (might be due to invalid IL or missing references) //IL_0098: Expected O, but got Unknown //IL_0047: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0052: Expected O, but got Unknown autofireEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "Enable Autofire (Client-Side)", false, "Gesture autofires equipment.").Value; if (!autofireEnabled) { object obj = <>c.<>9__1_0; if (obj == null) { Manipulator val = delegate(ILContext il) { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0008: Expected O, but got Unknown ILCursor val3 = new ILCursor(il); val3.GotoNext(new Func<Instruction, bool>[1] { (Instruction x) => ILPatternMatchingExt.MatchLdsfld(x, typeof(Items), "AutoCastEquipment") }); val3.Index += 2; val3.EmitDelegate<Func<int, int>>((Func<int, int>)((int orig) => 0)); }; <>c.<>9__1_0 = val; obj = (object)val; } EquipmentSlot.MyFixedUpdate += (Manipulator)obj; } LanguageAPI.Add("GestureEnigma_Pickup", "Dramatically reduce Equipment cooldown... <color=#FF7F7F>BUT it is randomized after each activation.</color>"); LanguageAPI.Add("GestureEnigma_Desc", "<style=cIsUtility>Reduce Equipment cooldown</style> by <style=cIsUtility>50%</style> <style=cStack>(+15% per stack)</style>. Forces your Equipment to change to a <style=cIsHealth>random Equipment</style> whenever it is <style=cIsUtility>activated</style>."); object obj2 = <>c.<>9__1_1; if (obj2 == null) { hook_Init val2 = delegate(orig_Init orig) { orig.Invoke(); Items.AutoCastEquipment.pickupToken = "GestureEnigma_Pickup"; Items.AutoCastEquipment.descriptionToken = "GestureEnigma_Desc"; }; <>c.<>9__1_1 = val2; obj2 = (object)val2; } ItemCatalog.Init += (hook_Init)obj2; EquipmentSlot.onServerEquipmentActivated += EquipmentSlot_onServerEquipmentActivated; } private static void EquipmentSlot_onServerEquipmentActivated(EquipmentSlot equipmentSlot, EquipmentIndex equipmentIndex) { //IL_001f: Unknown result type (might be due to invalid IL or missing references) if (equipmentSlot.characterBody.inventory.GetItemCount(Items.AutoCastEquipment) > 0) { EnigmaArtifactManager.OnServerEquipmentActivated(equipmentSlot, equipmentIndex); } } }