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Decompiled source of CutEnding v0.1.0
SSCutEnding.dll
Decompiled 9 months agousing System; using System.Collections.Generic; using 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 CutEnding.Patches; using HarmonyLib; using HutongGames.PlayMaker; using HutongGames.PlayMaker.Actions; using Microsoft.CodeAnalysis; using UnityEngine; 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("SSCutEnding")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("0.1.0.0")] [assembly: AssemblyInformationalVersion("0.1.0")] [assembly: AssemblyProduct("SSCutEnding")] [assembly: AssemblyTitle("SSCutEnding")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("0.1.0.0")] [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.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)] internal sealed class NullableAttribute : Attribute { public readonly byte[] NullableFlags; public NullableAttribute(byte P_0) { NullableFlags = new byte[1] { P_0 }; } public NullableAttribute(byte[] P_0) { NullableFlags = P_0; } } [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)] internal sealed class NullableContextAttribute : Attribute { public readonly byte Flag; public NullableContextAttribute(byte P_0) { Flag = P_0; } } [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 BepInEx { [AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)] [Conditional("CodeGeneration")] internal sealed class BepInAutoPluginAttribute : Attribute { public BepInAutoPluginAttribute(string? id = null, string? name = null, string? version = null) { } } } namespace BepInEx.Preloader.Core.Patching { [AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)] [Conditional("CodeGeneration")] internal sealed class PatcherAutoPluginAttribute : Attribute { public PatcherAutoPluginAttribute(string? id = null, string? name = null, string? version = null) { } } } namespace CutEnding { public class CallActionFsm : FsmStateAction { public Action? action; public CallActionFsm(Action action) { this.action = action; } public override void Reset() { action = null; ((FsmStateAction)this).Reset(); } public override void OnEnter() { action?.Invoke(); ((FsmStateAction)this).Finish(); } } [BepInPlugin("github.vitaxses.sscutending", "SSCutEnding", "0.1.0")] public class SSCutEndingPlugin : BaseUnityPlugin { public const string ID = "github.vitaxses.sscutending"; public const string Id = "github.vitaxses.sscutending"; public static string Name => "SSCutEnding"; public static string Version => "0.1.0"; private void Awake() { SceneManager.sceneLoaded += SceneChangedPatch.OnSceneChanged; ((BaseUnityPlugin)this).Logger.LogInfo((object)("Plugin " + Name + " (github.vitaxses.sscutending) has loaded!")); } } } namespace CutEnding.Patches { public class SceneChangedPatch { public static void OnSceneChanged(Scene to, LoadSceneMode lsm) { //IL_0088: Unknown result type (might be due to invalid IL or missing references) //IL_008d: Unknown result type (might be due to invalid IL or missing references) //IL_009b: Expected O, but got Unknown //IL_00c3: Unknown result type (might be due to invalid IL or missing references) //IL_00ca: Expected O, but got Unknown //IL_00ec: Unknown result type (might be due to invalid IL or missing references) //IL_00f1: Unknown result type (might be due to invalid IL or missing references) //IL_00f9: Unknown result type (might be due to invalid IL or missing references) //IL_0106: Expected O, but got Unknown //IL_0134: Unknown result type (might be due to invalid IL or missing references) //IL_0139: Unknown result type (might be due to invalid IL or missing references) //IL_0142: Unknown result type (might be due to invalid IL or missing references) //IL_0150: Unknown result type (might be due to invalid IL or missing references) //IL_015e: Expected O, but got Unknown if (!((Scene)(ref to)).name.Equals("Cradle_03")) { return; } GameObject val = GameObject.Find("Boss Scene"); if ((Object)(object)val == (Object)null) { return; } GameObject deathSequence = ((Component)val.transform.GetChild(11)).gameObject; Fsm fsm = FSMUtility.GetFSM(deathSequence).Fsm; FsmState state = fsm.GetState("Bind Or Needolin"); if (state == null) { return; } FsmFloat val2 = new FsmFloat("Time") { Value = 2f }; fsm.Variables.FloatVariables = CollectionExtensions.AddItem<FsmFloat>((IEnumerable<FsmFloat>)fsm.Variables.FloatVariables, val2).ToArray(); FsmEvent val3 = new FsmEvent("FAILED_INPUT"); fsm.Events = CollectionExtensions.AddItem<FsmEvent>((IEnumerable<FsmEvent>)fsm.Events, val3).ToArray(); state.Actions = CollectionExtensions.AddItem<FsmStateAction>((IEnumerable<FsmStateAction>)state.Actions, (FsmStateAction)new Wait { time = val2, finishEvent = val3 }).ToArray(); FsmState state2 = fsm.GetState("Death Slashes Up E"); if (state2 != null) { state.Transitions = CollectionExtensions.AddItem<FsmTransition>((IEnumerable<FsmTransition>)state.Transitions, new FsmTransition { FsmEvent = val3, ToState = state2.Name, ToFsmState = state2 }).ToArray(); state2.Actions = CollectionExtensions.AddItem<FsmStateAction>((IEnumerable<FsmStateAction>)state2.Actions, (FsmStateAction)(object)new CallActionFsm(delegate { ((Component)deathSequence.transform.GetChild(0)).gameObject.SetActive(false); })).ToArray(); } } } }