Decompiled source of HappiestPuroMask v1.0.0

HappiestPuroMask.dll

Decompiled 3 months 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 Microsoft.CodeAnalysis;
using R2API;
using RoR2;
using UnityEngine;
using UnityEngine.AddressableAssets;

[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=v2.0", FrameworkDisplayName = ".NET Standard 2.0")]
[assembly: AssemblyCompany("HappiestPuroMask")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("HappiestPuroMask")]
[assembly: AssemblyTitle("HappiestPuroMask")]
[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 HappiestPuroMask
{
	[BepInPlugin("aanon.HappiestPuroMask", "HappiestPuroMask", "1.0.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Main : BaseUnityPlugin
	{
		public const string PluginGUID = "aanon.HappiestPuroMask";

		public const string PluginAuthor = "aanon";

		public const string PluginName = "HappiestPuroMask";

		public const string PluginVersion = "1.0.0";

		public static AssetBundle assetBundle;

		public void Awake()
		{
			//IL_0029: Unknown result type (might be due to invalid IL or missing references)
			//IL_002e: Unknown result type (might be due to invalid IL or missing references)
			assetBundle = AssetBundle.LoadFromFile(Assembly.GetExecutingAssembly().Location.Replace("HappiestPuroMask.dll", "happiestpuromask"));
			ItemDef val = Addressables.LoadAssetAsync<ItemDef>((object)"RoR2/Base/GhostOnKill/GhostOnKill.asset").WaitForCompletion();
			val.nameToken = "PURO_MASK_NAME";
			val.loreToken = "PURO_MASK_LORE";
			val.pickupIconSprite = assetBundle.LoadAsset<Sprite>("texPuro.png");
			val.pickupModelPrefab = assetBundle.LoadAsset<GameObject>("HappiestPuroMaskHolder.prefab");
			LanguageAPI.Add("PURO_MASK_NAME", "Puro Mask");
			LanguageAPI.Add("PURO_MASK_LORE", "Sir, the beasts are back.”\r\n\r\nThe man sighed. After a routine expedition, one of the security guards – a new recruit - had recovered a mask from one of the failed experiments in the office – a simple mask, adorned with two massive eyes. \r\n\r\n“I’ll take care of it.” The man trudged down the hall towards the labs. The Dark goo beasts he had subdued earlier that day walked down the hall by him, barely earning a second glance from the man. This had become so commonplace that most of the security guards in this wing of thunder had grown accustomed to having a goopy room-mate.\r\n\r\nBut enough was enough. trudging through the puddle of one of the goops, the man slammed the door open. The lights were off, and in the corner sat the guard.\r\n\r\n“Alright, we’ve had enough fun playing with the failed experiments. Fork it over.”\r\n\r\nNo response. The man grunted and hoisted the guard to his feet, giving him a few rough shakes. “Hey, can you hear me!? I said hand over the mask! I’m tired of waking up next to these things, so give it a rest already--”\r\n\r\nThe guards limp body moved. Slowly, the guard raised his finger – pointing directly at the man.\r\n\r\n“What are you...?” With a sense of dread, the man turned and saw the Goops he had pacified earlier step into the room. Their bodies barely keeping form, slowly limping towards him.\r\n\r\nThe man cursed under his breath as he unsheathed his baton. “This facility, I tell you...");
		}
	}
}