Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Decompiled source of Always Act 3 v1.0.0
AlwaysAct3.dll
Decompiled 8 months 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 HarmonyLib; using Microsoft.CodeAnalysis; using UnityEngine.SceneManagement; [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("AlwaysAct3")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("Always Act 3")] [assembly: AssemblyTitle("AlwaysAct3")] [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 AutoQuestEnder { public static class MyPluginInfo { public const string PLUGIN_GUID = "AlwaysAct3"; public const string PLUGIN_NAME = "Always Act 3"; public const string PLUGIN_VERSION = "1.0.0"; } } namespace AlwaysAct3 { [BepInPlugin("AlwaysAct3", "Always Act 3", "1.0.0")] public class AlwaysAct3Main : BaseUnityPlugin { private Harmony harmony; public void Awake() { harmony = Harmony.CreateAndPatchAll(typeof(AlwaysAct3Main).Assembly, (string)null); ((BaseUnityPlugin)this).Logger.LogInfo((object)"Always Act 3 is loaded"); SceneManager.sceneLoaded += CheckGmsScene; } private void CheckGmsScene(Scene scene, LoadSceneMode mode) { if (!(((Scene)(ref scene)).name != "Cradle_03")) { SetSnareReady(); } } private void SetSnareReady() { if (PlayerData.instance.soulSnareReady) { ((BaseUnityPlugin)this).Logger.LogInfo((object)"SOUL SNARE IS ALREADY FINISHED"); } else { PlayerData.instance.soulSnareReady = true; } } public void OnDestroy() { Harmony obj = harmony; if (obj != null) { obj.UnpatchSelf(); } SceneManager.sceneLoaded -= CheckGmsScene; } } }