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Decompiled source of Kill Bind v1.1.1
Killbind/KillBind.dll
Decompiled 2 years agousing System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Configuration; using GameNetcodeStuff; using HarmonyLib; using KillBindNS; using LethalCompanyInputUtils.Api; using UnityEngine; using UnityEngine.InputSystem; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: AssemblyTitle("KillBind")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("KillBind")] [assembly: AssemblyCopyright("Copyright © 2023")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("6dd5353c-1d70-400e-8a33-a26482141e1d")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [assembly: AssemblyVersion("1.0.0.0")] namespace KillBind.Binds { [HarmonyPatch(typeof(PlayerControllerB))] internal class KillBindPatch { [HarmonyPatch("Update")] [HarmonyPrefix] private static void onPressKill(PlayerControllerB __instance) { //IL_00e0: Unknown result type (might be due to invalid IL or missing references) if (BasePlugin.ModEnabled.Value && BasePlugin.InputActionInstance.ExplodeKey.triggered && !__instance.isPlayerDead && !__instance.isTypingChat && !((Behaviour)HUDManager.Instance.typingIndicator).enabled && !Object.FindObjectOfType<Terminal>().terminalInUse && !__instance.inTerminalMenu && (Object)(object)__instance == (Object)(object)GameNetworkManager.Instance.localPlayerController) { if (BasePlugin.DeathCause.Value > Enum.GetValues(typeof(CauseOfDeath)).Length || BasePlugin.DeathCause.Value < 0) { BasePlugin.DeathCause.Value = 0; } if (BasePlugin.HeadType.Value > 3 || BasePlugin.HeadType.Value < 0) { BasePlugin.HeadType.Value = 1; } __instance.KillPlayer(Vector3.zero, true, (CauseOfDeath)BasePlugin.DeathCause.Value, BasePlugin.HeadType.Value); } } } } namespace KillBindNS { public class KillBind : LcInputActions { [InputAction(/*Could not decode attribute arguments.*/)] public InputAction ExplodeKey { get; set; } } [BepInPlugin("Confusified.KillBind", "Kill Bind", "1.1.1")] [BepInDependency(/*Could not decode attribute arguments.*/)] public class BasePlugin : BaseUnityPlugin { private const string modGUID = "Confusified.KillBind"; private const string modName = "Kill Bind"; private const string modVersion = "1.1.1"; private readonly Harmony _harmony = new Harmony("Confusified.KillBind"); public ConfigFile Configuration = new ConfigFile(Utility.CombinePaths(new string[2] { Paths.ConfigPath + "\\Confusified\\", "Confusified.KillBind".Substring(12) + ".cfg" }), false); public static ConfigEntry<bool> ModEnabled; public static ConfigEntry<int> DeathCause; public static ConfigEntry<int> HeadType; internal static KillBind InputActionInstance = new KillBind(); private void Awake() { SetModConfig(); _harmony.PatchAll(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"Kill Bind 1.1.1 has loaded"); } private void SetModConfig() { ModEnabled = Configuration.Bind<bool>("Global Settings", "Enabled", true, "Toggle the mod"); DeathCause = Configuration.Bind<int>("Mod Settings", "DeathType", 0, "Decide what cause of death you will have when pressing your kill bind.\nThere are currently 13 death causes in the game:\n(0) Unknown (Default)\n(1) Bludgeoning\n(2) Gravity\n(3) Blast\n(4) Strangulation\n(5) Suffocation\n(6) Mauling\n(7) Gunshots\n(8) Crushing\n(9) Drowning\n(10) Abandoned\n(11) Electrocution\n(12) Kicking\n\nDeath types (1)Bludgeoning, (6)Mauling and (7)Gunshots will cover the body with blood."); HeadType = Configuration.Bind<int>("Mod Settings", "HeadType", 1, "Decide what will happen with your head.\nThere are currently 3 head types in the game:\n(0) Default - Your head will stay on your body\n(1) Decapitate (Default) - Your head will be blown off of your body\n(2) Coilhead - Your head will be replaced with a coil"); } } }