Some mods may be broken due to the recent Alloyed Collective update.
Decompiled source of LazyBastardEngineer v2.3.1
LasyBastardEngineer.dll
Decompiled a year agousing System; using System.CodeDom.Compiler; using System.ComponentModel; using System.Diagnostics; using System.Globalization; using System.Reflection; using System.Resources; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Configuration; using HarmonyLib; using LasyBastardEngineer.Properties; using Mono.Cecil.Cil; using MonoMod.Cil; using On.RoR2; using R2API; using R2API.Utils; using RoR2; using RoR2.Achievements; using RoR2.Projectile; using RoR2BepInExPack.VanillaFixes; using UnityEngine; using UnityEngine.Networking; using UnityEngine.Rendering; [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 = "")] [assembly: AssemblyCompany("LasyBastardEngineer")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("LasyBastardEngineer")] [assembly: AssemblyTitle("LasyBastardEngineer")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] namespace LasyBastardEngineer { [RegisterAchievement("LazyBastardEngineer", "Skins.Engineer.LazyBastard", "Complete30StagesCareer", 3u, null)] public class Achievement : BaseAchievement { private int skillUseCount = 0; public override BodyIndex LookUpRequiredBodyIndex() { //IL_0005: Unknown result type (might be due to invalid IL or missing references) return BodyCatalog.FindBodyIndex("EngiBody"); } public override void OnBodyRequirementMet() { //IL_0033: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Expected O, but got Unknown ((BaseAchievement)this).OnBodyRequirementMet(); Run.onRunStartGlobal += ResetSkillUseCount; Run.onClientGameOverGlobal += ClearCheck; CharacterBody.OnSkillActivated += new hook_OnSkillActivated(SkillCheck); } public override void OnBodyRequirementBroken() { //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0036: Expected O, but got Unknown Run.onRunStartGlobal += ResetSkillUseCount; Run.onClientGameOverGlobal -= ClearCheck; CharacterBody.OnSkillActivated -= new hook_OnSkillActivated(SkillCheck); ((BaseAchievement)this).OnBodyRequirementBroken(); } private void SkillCheck(orig_OnSkillActivated orig, CharacterBody self, GenericSkill skill) { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_0015: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Invalid comparison between Unknown and I4 if (self.bodyIndex == ((BaseAchievement)this).LookUpRequiredBodyIndex() && (int)self.teamComponent.teamIndex == 1 && (Object)(object)skill != (Object)(object)self.skillLocator.special) { if (skillUseCount == 0) { Debug.Log((object)"DEBUG: Lazy Bastard challenge failed."); if (Base.AnnounceWhenFail.Value) { Chat.AddMessage("Lazy Bastard challenge failed!"); } } skillUseCount++; } orig.Invoke(self, skill); } private void ResetSkillUseCount(Run obj) { skillUseCount = 0; } public void ClearCheck(Run run, RunReport runReport) { bool flag = skillUseCount == 0 && ((BaseAchievement)this).meetsBodyRequirement; skillUseCount = 0; if (!((Object)(object)run == (Object)null) && runReport != null && Object.op_Implicit((Object)(object)runReport.gameEnding) && runReport.gameEnding.isWin && flag) { ((BaseAchievement)this).Grant(); } } } [NetworkCompatibility(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [R2APISubmoduleDependency(new string[] { "LanguageAPI", "LoadoutAPI" })] [BepInPlugin("com.Borbo.LazyBastardEngineer", "LazyBastardEngineer", "2.3.0")] internal class Base : BaseUnityPlugin { [HarmonyPatch] public class PatchAchievementDefs { public static void ILManipulator(ILContext il, MethodBase original, ILLabel retLabel) { //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_000e: Expected O, but got Unknown //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_0069: Unknown result type (might be due to invalid IL or missing references) //IL_00a1: Unknown result type (might be due to invalid IL or missing references) ILCursor val = new ILCursor(il); int attr = -1; val.GotoNext((MoveType)2, new Func<Instruction, bool>[2] { (Instruction x) => ILPatternMatchingExt.MatchCastclass<RegisterAchievementAttribute>(x), (Instruction x) => ILPatternMatchingExt.MatchStloc(x, ref attr) }); val.Emit(OpCodes.Ldloc, attr - 1); val.Emit(OpCodes.Ldloc, attr); val.EmitDelegate<Func<Type, RegisterAchievementAttribute, RegisterAchievementAttribute>>((Func<Type, RegisterAchievementAttribute, RegisterAchievementAttribute>)((Type type, RegisterAchievementAttribute achievementAttribute) => (ForceUnlock.Value && achievementAttribute != null && achievementAttribute.unlockableRewardIdentifier == "Skins.Engineer.LazyBastard") ? null : achievementAttribute)); val.Emit(OpCodes.Stloc, attr); } public static MethodBase TargetMethod() { return AccessTools.DeclaredMethod(typeof(SaferAchievementManager).GetNestedType("<SaferCollectAchievementDefs>d__12", AccessTools.all), "MoveNext", (Type[])null, (Type[])null); } } public static Harmony Harmony; public static string modPrefix = string.Format("@{0}+{1}", "LazyBastardEngineer", "lazybastardengi"); public static Sprite skinIcon = LoadoutAPI.CreateSkinIcon(new Color(1f, 0.7f, 0.3f), new Color(0.7f, 0.5f, 0.3f), new Color(0.3f, 0.3f, 0.3f), new Color(0.8f, 0.8f, 0.8f)); public static AssetBundle skinBundle = LoadAssetBundleResourcesProvider(modPrefix, Resources.lazybastardengi); public static string skinsPath = "Assets/LazyBastardSkins/"; public static UnlockableDef unlock; public static GameObject engiBodyPrefab; public static GameObject turretBodyPrefab; public static GameObject walkerBodyPrefab; public static GameObject grenadePrefab; public static GameObject grenadeGhost; public static GameObject minePrefab; public static GameObject mineGhost; public static GameObject spiderPrefab; public static GameObject spiderGhost; private static ConfigFile CustomConfigFile { get; set; } public static ConfigEntry<bool> ForceUnlock { get; set; } public static ConfigEntry<bool> AnnounceWhenFail { get; set; } public static AssetBundle LoadAssetBundleResourcesProvider(string prefix, byte[] resourceBytes) { if (resourceBytes == null) { throw new ArgumentNullException("resourceBytes"); } if (string.IsNullOrEmpty(prefix) || !prefix.StartsWith("@")) { throw new ArgumentException("Invalid prefix format", "prefix"); } AssetBundle val = AssetBundle.LoadFromMemory(resourceBytes); if ((Object)(object)val == (Object)null) { throw new NullReferenceException(string.Format("{0} did not resolve to an assetbundle.", "resourceBytes")); } return val; } private void Awake() { //IL_0093: Unknown result type (might be due to invalid IL or missing references) //IL_009d: Expected O, but got Unknown InitializeConfig(); unlock = ScriptableObject.CreateInstance<UnlockableDef>(); unlock.cachedName = "Skins.Engineer.LazyBastard"; unlock.nameToken = "ACHIEVEMENT_LAZYBASTARDENGINEER_NAME"; unlock.achievementIcon = skinIcon; ContentAddition.AddUnlockableDef(unlock); SwapAllShaders(skinBundle); AddFactorioSkin(); LanguageAPI.Add("FACTORIO_SKIN_ENGINEER", "Power Armor MK2"); LanguageAPI.Add("ACHIEVEMENT_LAZYBASTARDENGINEER_NAME", "Engineer: Lazy Bastard"); LanguageAPI.Add("ACHIEVEMENT_LAZYBASTARDENGINEER_DESCRIPTION", "As Engineer, beat the game or obliterate without using your Primary, Secondary, or Utility skills."); Harmony = new Harmony("com.Borbo.LazyBastardEngineer"); Harmony.PatchAll(typeof(PatchAchievementDefs)); } private void InitializeConfig() { //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Expected O, but got Unknown CustomConfigFile = new ConfigFile(Paths.ConfigPath + "\\LazyBastardEngi.cfg", true); ForceUnlock = CustomConfigFile.Bind<bool>("Achievements", "Force Unlock Lazy Bastard Skin", false, "Set this to true to bypass the unlock requirement for the Lazy Bastard Skin."); AnnounceWhenFail = CustomConfigFile.Bind<bool>("Debug", "Announce When Fail", true, "Set this to true to add an announcement to the chat when the Lazy Bastard challenge fails. "); } private void AddFactorioSkin() { //IL_00a8: Unknown result type (might be due to invalid IL or missing references) //IL_0126: Unknown result type (might be due to invalid IL or missing references) //IL_014f: Unknown result type (might be due to invalid IL or missing references) //IL_0166: Unknown result type (might be due to invalid IL or missing references) //IL_0168: Unknown result type (might be due to invalid IL or missing references) //IL_017e: Unknown result type (might be due to invalid IL or missing references) //IL_01ae: Unknown result type (might be due to invalid IL or missing references) //IL_01b0: Unknown result type (might be due to invalid IL or missing references) //IL_01c6: Unknown result type (might be due to invalid IL or missing references) //IL_01ef: Unknown result type (might be due to invalid IL or missing references) //IL_01f1: Unknown result type (might be due to invalid IL or missing references) //IL_01fa: Unknown result type (might be due to invalid IL or missing references) //IL_0223: Unknown result type (might be due to invalid IL or missing references) //IL_0225: Unknown result type (might be due to invalid IL or missing references) //IL_023b: Unknown result type (might be due to invalid IL or missing references) //IL_0269: Unknown result type (might be due to invalid IL or missing references) //IL_026b: Unknown result type (might be due to invalid IL or missing references) //IL_0274: Unknown result type (might be due to invalid IL or missing references) //IL_02a2: Unknown result type (might be due to invalid IL or missing references) //IL_02a4: Unknown result type (might be due to invalid IL or missing references) //IL_02ae: Unknown result type (might be due to invalid IL or missing references) //IL_02b0: Unknown result type (might be due to invalid IL or missing references) //IL_02b6: Unknown result type (might be due to invalid IL or missing references) engiBodyPrefab = Resources.Load<GameObject>("prefabs/characterbodies/EngiBody"); turretBodyPrefab = Resources.Load<GameObject>("prefabs/characterbodies/EngiTurretBody"); walkerBodyPrefab = Resources.Load<GameObject>("prefabs/characterbodies/EngiWalkerTurretBody"); grenadePrefab = Resources.Load<GameObject>("prefabs/projectiles/EngiGrenadeProjectile"); grenadeGhost = Resources.Load<GameObject>("prefabs/projectileghosts/EngiGrenadeGhost"); minePrefab = Resources.Load<GameObject>("prefabs/projectiles/EngiMine"); mineGhost = Resources.Load<GameObject>("prefabs/projectileghosts/EngiMineGhost"); spiderPrefab = Resources.Load<GameObject>("prefabs/projectiles/SpiderMine"); spiderGhost = Resources.Load<GameObject>("prefabs/projectileghosts/SpiderMineGhost"); Renderer[] componentsInChildren = engiBodyPrefab.GetComponentsInChildren<Renderer>(true); ModelSkinController componentInChildren = engiBodyPrefab.GetComponentInChildren<ModelSkinController>(); GameObject gameObject = ((Component)componentInChildren).gameObject; SkinDefInfo val = default(SkinDefInfo); val.Icon = skinIcon; val.Name = "LazyBastardEngineer"; val.NameToken = "FACTORIO_SKIN_ENGINEER"; val.RootObject = gameObject; val.BaseSkins = (SkinDef[])(object)new SkinDef[1] { componentInChildren.skins[0] }; val.UnlockableDef = (ForceUnlock.Value ? null : unlock); val.GameObjectActivations = (GameObjectActivation[])(object)new GameObjectActivation[0]; val.RendererInfos = (RendererInfo[])(object)new RendererInfo[1] { new RendererInfo { defaultMaterial = skinBundle.LoadAsset<Material>(skinsPath + "matLazyBastard.mat"), defaultShadowCastingMode = (ShadowCastingMode)1, ignoreOverlays = false, renderer = componentsInChildren[4] } }; val.MeshReplacements = (MeshReplacement[])(object)new MeshReplacement[1] { new MeshReplacement { mesh = skinBundle.LoadAsset<Mesh>(skinsPath + "EngiMesh.mesh"), renderer = componentsInChildren[4] } }; val.ProjectileGhostReplacements = (ProjectileGhostReplacement[])(object)new ProjectileGhostReplacement[2] { new ProjectileGhostReplacement { projectilePrefab = minePrefab, projectileGhostReplacementPrefab = NewProjectileGhost(mineGhost, "EngiMineGhost.prefab") }, new ProjectileGhostReplacement { projectilePrefab = grenadePrefab, projectileGhostReplacementPrefab = NewProjectileGhost(grenadeGhost, "EngiGrenadeGhost.prefab") } }; val.MinionSkinReplacements = (MinionSkinReplacement[])(object)new MinionSkinReplacement[2] { new MinionSkinReplacement { minionBodyPrefab = turretBodyPrefab, minionSkin = GetSkinFromTurretBody(turretBodyPrefab, "matLazyBastard.mat", "EngiTurretMesh.mesh") }, new MinionSkinReplacement { minionBodyPrefab = walkerBodyPrefab, minionSkin = GetSkinFromTurretBody(walkerBodyPrefab, "matLazyBastard.mat", "EngiWalkerTurretMesh.mesh") } }; SkinDefInfo val2 = val; LoadoutAPI.AddSkinToCharacter(engiBodyPrefab, val2); } private GameObject ModifyProjectileGhost(GameObject ghostPrefab, string material, string mesh) { Material val = skinBundle.LoadAsset<Material>(skinsPath + material); Mesh val2 = skinBundle.LoadAsset<Mesh>(skinsPath + mesh); if ((Object)(object)val == (Object)null || (Object)(object)val2 == (Object)null || (Object)(object)ghostPrefab == (Object)null) { Debug.Log((object)("New skin for " + ((Object)ghostPrefab).name + " failed to load.")); return ghostPrefab; } GameObject val3 = PrefabAPI.InstantiateClone(ghostPrefab, "LazyBastard" + ((Object)ghostPrefab).name, true); val3.AddComponent<NetworkIdentity>(); Renderer[] componentsInChildren = val3.GetComponentsInChildren<Renderer>(true); Renderer[] array = componentsInChildren; foreach (Renderer val4 in array) { val4.sharedMaterial = val; } MeshFilter[] componentsInChildren2 = val3.GetComponentsInChildren<MeshFilter>(true); foreach (MeshFilter val5 in componentsInChildren2) { val5.sharedMesh = val2; } SkinnedMeshRenderer[] componentsInChildren3 = val3.GetComponentsInChildren<SkinnedMeshRenderer>(true); SkinnedMeshRenderer[] array2 = componentsInChildren3; foreach (SkinnedMeshRenderer val6 in array2) { val6.sharedMesh = val2; } return val3; } private GameObject NewProjectileGhost(GameObject ghostPrefab, string prefab) { GameObject val = skinBundle.LoadAsset<GameObject>(skinsPath + prefab); if ((Object)(object)val == (Object)null) { Debug.Log((object)("New ghost skin for " + ((Object)ghostPrefab).name + " failed to load.")); return ghostPrefab; } val.AddComponent<NetworkIdentity>(); val.AddComponent<ProjectileGhostController>(); return val; } private SkinDef GetSkinFromTurretBody(GameObject bodyPrefab, string materialName, string meshName) { //IL_00a3: Unknown result type (might be due to invalid IL or missing references) //IL_012a: Unknown result type (might be due to invalid IL or missing references) //IL_013b: Unknown result type (might be due to invalid IL or missing references) //IL_0152: Unknown result type (might be due to invalid IL or missing references) //IL_0154: Unknown result type (might be due to invalid IL or missing references) //IL_016a: Unknown result type (might be due to invalid IL or missing references) //IL_0182: Unknown result type (might be due to invalid IL or missing references) //IL_0184: Unknown result type (might be due to invalid IL or missing references) //IL_01a8: Unknown result type (might be due to invalid IL or missing references) //IL_01aa: Unknown result type (might be due to invalid IL or missing references) //IL_01ac: Unknown result type (might be due to invalid IL or missing references) Material val = skinBundle.LoadAsset<Material>(skinsPath + materialName); Mesh val2 = skinBundle.LoadAsset<Mesh>(skinsPath + meshName); if ((Object)(object)val == (Object)null || (Object)(object)val2 == (Object)null || (Object)(object)bodyPrefab == (Object)null) { Debug.Log((object)("New skin for " + ((Object)bodyPrefab).name + " failed to load.")); return bodyPrefab.GetComponentInChildren<ModelSkinController>().skins[0]; } Renderer[] componentsInChildren = bodyPrefab.GetComponentsInChildren<Renderer>(true); ModelSkinController componentInChildren = bodyPrefab.GetComponentInChildren<ModelSkinController>(); GameObject gameObject = ((Component)componentInChildren).gameObject; Debug.Log((object)"Creating turret skin..."); SkinDefInfo val3 = default(SkinDefInfo); val3.Icon = skinIcon; val3.Name = "LazyBastard" + ((Object)bodyPrefab).name; val3.NameToken = "FACTORIO_SKIN_" + ((Object)bodyPrefab).name.ToUpper(); val3.RootObject = gameObject; val3.BaseSkins = (SkinDef[])(object)new SkinDef[1] { componentInChildren.skins[0] }; val3.UnlockableDef = null; val3.GameObjectActivations = (GameObjectActivation[])(object)new GameObjectActivation[0]; val3.RendererInfos = (RendererInfo[])(object)new RendererInfo[1] { new RendererInfo { defaultMaterial = val, defaultShadowCastingMode = (ShadowCastingMode)1, ignoreOverlays = false, renderer = componentsInChildren[0] } }; val3.MeshReplacements = (MeshReplacement[])(object)new MeshReplacement[1] { new MeshReplacement { mesh = val2, renderer = componentsInChildren[0] } }; val3.ProjectileGhostReplacements = (ProjectileGhostReplacement[])(object)new ProjectileGhostReplacement[0]; val3.MinionSkinReplacements = (MinionSkinReplacement[])(object)new MinionSkinReplacement[0]; SkinDefInfo val4 = val3; SkinDef val5 = LoadoutAPI.CreateNewSkinDef(val4); LoadoutAPI.AddSkinToCharacter(bodyPrefab, val5); return val5; } private SkinDef GetNewSkinFromTurretBody(GameObject bodyPrefab, string material, string mesh) { //IL_0098: Unknown result type (might be due to invalid IL or missing references) //IL_0123: Unknown result type (might be due to invalid IL or missing references) //IL_0134: Unknown result type (might be due to invalid IL or missing references) //IL_014b: Unknown result type (might be due to invalid IL or missing references) //IL_014d: Unknown result type (might be due to invalid IL or missing references) //IL_0163: Unknown result type (might be due to invalid IL or missing references) //IL_017b: Unknown result type (might be due to invalid IL or missing references) //IL_017d: Unknown result type (might be due to invalid IL or missing references) //IL_01a1: Unknown result type (might be due to invalid IL or missing references) //IL_01a3: Unknown result type (might be due to invalid IL or missing references) //IL_01a6: Unknown result type (might be due to invalid IL or missing references) //IL_01ae: Unknown result type (might be due to invalid IL or missing references) Material val = skinBundle.LoadAsset<Material>(skinsPath + material); Mesh val2 = skinBundle.LoadAsset<Mesh>(skinsPath + mesh); if ((Object)(object)val == (Object)null || (Object)(object)val2 == (Object)null || (Object)(object)bodyPrefab == (Object)null) { Debug.Log((object)("New skin for " + ((Object)bodyPrefab).name + " failed to load.")); return bodyPrefab.GetComponentInChildren<ModelSkinController>().skins[0]; } Renderer[] componentsInChildren = bodyPrefab.GetComponentsInChildren<Renderer>(true); ModelSkinController componentInChildren = bodyPrefab.GetComponentInChildren<ModelSkinController>(); GameObject gameObject = ((Component)componentInChildren).gameObject; SkinDefInfo val3 = default(SkinDefInfo); val3.Icon = skinIcon; val3.Name = "LazyBastard" + ((Object)bodyPrefab).name; val3.NameToken = "FACTORIO_SKIN_" + ((Object)bodyPrefab).name.ToUpper(); val3.RootObject = gameObject; val3.BaseSkins = (SkinDef[])(object)new SkinDef[1] { componentInChildren.skins[0] }; val3.UnlockableDef = ScriptableObject.CreateInstance<UnlockableDef>(); val3.GameObjectActivations = (GameObjectActivation[])(object)new GameObjectActivation[0]; val3.RendererInfos = (RendererInfo[])(object)new RendererInfo[1] { new RendererInfo { defaultMaterial = val, defaultShadowCastingMode = (ShadowCastingMode)1, ignoreOverlays = false, renderer = componentsInChildren[0] } }; val3.MeshReplacements = (MeshReplacement[])(object)new MeshReplacement[1] { new MeshReplacement { mesh = val2, renderer = componentsInChildren[0] } }; val3.ProjectileGhostReplacements = (ProjectileGhostReplacement[])(object)new ProjectileGhostReplacement[0]; val3.MinionSkinReplacements = (MinionSkinReplacement[])(object)new MinionSkinReplacement[0]; SkinDefInfo val4 = val3; LoadoutAPI.AddSkinToCharacter(bodyPrefab, val4); return LoadoutAPI.CreateNewSkinDef(val4); } public void SwapAllShaders(AssetBundle bundle) { Material[] array = bundle.LoadAllAssets<Material>(); Material[] array2 = array; Material[] array3 = array2; foreach (Material val in array3) { switch (((Object)val.shader).name) { case "Stubbed Hopoo Games/Deferred/Standard": val.shader = Resources.Load<Shader>("shaders/deferred/hgstandard"); break; case "Stubbed Hopoo Games/Deferred/Snow Topped": val.shader = Resources.Load<Shader>("shaders/deferred/hgsnowtopped"); break; case "Stubbed Hopoo Games/FX/Cloud Remap": val.shader = Resources.Load<Shader>("shaders/fx/hgcloudremap"); break; case "Stubbed Hopoo Games/FX/Cloud Intersection Remap": val.shader = Resources.Load<Shader>("shaders/fx/hgintersectioncloudremap"); break; case "Stubbed Hopoo Games/FX/Opaque Cloud Remap": val.shader = Resources.Load<Shader>("shaders/fx/hgopaquecloudremap"); break; case "Stubbed Hopoo Games/FX/Distortion": val.shader = Resources.Load<Shader>("shaders/fx/hgdistortion"); break; case "Stubbed Hopoo Games/FX/Solid Parallax": val.shader = Resources.Load<Shader>("shaders/fx/hgsolidparallax"); break; case "Stubbed Hopoo Games/Environment/Distant Water": val.shader = Resources.Load<Shader>("shaders/environment/hgdistantwater"); break; } } } } } namespace LasyBastardEngineer.Properties { [GeneratedCode("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")] [DebuggerNonUserCode] [CompilerGenerated] internal class Resources { private static ResourceManager resourceMan; private static CultureInfo resourceCulture; [EditorBrowsable(EditorBrowsableState.Advanced)] internal static ResourceManager ResourceManager { get { if (resourceMan == null) { ResourceManager resourceManager = new ResourceManager("LasyBastardEngineer.Properties.Resources", typeof(Resources).Assembly); resourceMan = resourceManager; } return resourceMan; } } [EditorBrowsable(EditorBrowsableState.Advanced)] internal static CultureInfo Culture { get { return resourceCulture; } set { resourceCulture = value; } } internal static byte[] lazybastardengi { get { object @object = ResourceManager.GetObject("lazybastardengi", resourceCulture); return (byte[])@object; } } internal Resources() { } } }