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 ToggleableInteriors v1.0.0
ToggleableInteriors.dll
Decompiled 5 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 BepInEx.Configuration; using HarmonyLib; using Microsoft.CodeAnalysis; using Unity.Netcode; using UnityEngine; [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("ToggleableInteriors")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyDescription("Toggle Mineshafts, Mansions, and Factories via Config")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("ToggleableInteriors")] [assembly: AssemblyTitle("ToggleableInteriors")] [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 Detologist.ToggleableInteriors { [BepInPlugin("Detologist.ToggleableInteriors", "Toggleable Interiors", "1.0.0")] public class Plugin : BaseUnityPlugin { public static Plugin Instance; public static ConfigEntry<bool> EnableFactory; public static ConfigEntry<bool> EnableMansion; public static ConfigEntry<bool> EnableMineshaft; private void Awake() { //IL_006c: Unknown result type (might be due to invalid IL or missing references) Instance = this; EnableFactory = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EnableFactory", true, "Allow Factory."); EnableMansion = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EnableMansion", true, "Allow Mansion."); EnableMineshaft = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EnableMineshaft", true, "Allow Mineshaft."); new Harmony("Detologist.ToggleableInteriors").PatchAll(); } } [HarmonyPatch(typeof(RoundManager))] internal class InteriorPatch { [HarmonyPatch("StartConfiguringScene")] [HarmonyPrefix] private static void Prefix(RoundManager __instance) { ((BaseUnityPlugin)Plugin.Instance).Config.Reload(); if (!NetworkManager.Singleton.IsHost || (Object)(object)__instance.currentLevel == (Object)null || __instance.currentLevel.dungeonFlowTypes == null) { return; } IntWithRarity[] dungeonFlowTypes = __instance.currentLevel.dungeonFlowTypes; float num = 0f; int num2 = -1; float num3 = -1f; for (int i = 0; i < dungeonFlowTypes.Length; i++) { IndoorMapType val = __instance.dungeonFlowTypes[dungeonFlowTypes[i].id]; string text = ((Object)val.dungeonFlow).name.ToLower(); bool flag = true; if (text.Contains("mansion") && !Plugin.EnableMansion.Value) { flag = false; } if (text.Contains("mineshaft") && !Plugin.EnableMineshaft.Value) { flag = false; } if ((text.Contains("level1") || text.Contains("factory")) && !Plugin.EnableFactory.Value) { flag = false; } if (!flag) { dungeonFlowTypes[i].rarity = 0; continue; } num += (float)dungeonFlowTypes[i].rarity; if ((float)dungeonFlowTypes[i].rarity > num3) { num3 = dungeonFlowTypes[i].rarity; num2 = i; } } if (!(num > 0f)) { return; } float num4 = 100f / num; int num5 = 0; for (int j = 0; j < dungeonFlowTypes.Length; j++) { if (dungeonFlowTypes[j].rarity > 0) { dungeonFlowTypes[j].rarity = (int)Math.Round((float)dungeonFlowTypes[j].rarity * num4); num5 += dungeonFlowTypes[j].rarity; } } if (num5 != 100 && num2 != -1) { IntWithRarity obj = dungeonFlowTypes[num2]; obj.rarity += 100 - num5; } } } }