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Decompiled source of TheGameSFX v1.0.0
TheGame.dll
Decompiled 2 years agousing System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Logging; using HarmonyLib; using TheGame.Patches; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: AssemblyTitle("TheGame")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("TheGame")] [assembly: AssemblyCopyright("Copyright © 2023")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("37cd7158-0e93-4137-a578-2c29ab1951c4")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [assembly: AssemblyVersion("1.0.0.0")] namespace TheGame { [BepInPlugin("Ex.TheGameSFXMod", "Ex The Game SFX Mod", "1.0.0")] public class TheGameBase : BaseUnityPlugin { private const string modGUID = "Ex.TheGameSFXMod"; private const string modName = "Ex The Game SFX Mod"; private const string modVersion = "1.0.0"; private readonly Harmony harmony = new Harmony("Ex.TheGameSFXMod"); private static TheGameBase Instance; internal ManualLogSource mls; internal static AudioClip newShipAlarmSFX; private void Awake() { if ((Object)(object)Instance == (Object)null) { Instance = this; } mls = Logger.CreateLogSource("Ex.TheGameSFXMod"); mls.LogInfo((object)"The Game SFX mod has initiated"); string location = ((BaseUnityPlugin)Instance).Info.Location; string text = "TheGame.dll"; string text2 = location.TrimEnd(text.ToCharArray()); string text3 = text2 + "TheGameSFX"; AssetBundle val = AssetBundle.LoadFromFile(text3); if ((Object)(object)val == (Object)null) { mls.LogError((object)"Failed to load audio assets!"); return; } newShipAlarmSFX = val.LoadAsset<AudioClip>("Assets/TheGame.mp3"); harmony.PatchAll(typeof(TheGameBase)); harmony.PatchAll(typeof(TheGamePatch)); mls.LogInfo((object)"You have lost The Game."); } } } namespace TheGame.Patches { [HarmonyPatch(typeof(StartOfRound))] internal class TheGamePatch { [HarmonyPatch("Start")] [HarmonyPostfix] public static void TheGameSFXPatch(StartOfRound __instance, ref AudioClip ___alarmSFX) { ___alarmSFX = TheGameBase.newShipAlarmSFX; __instance.shipDoorAudioSource.volume = 1f; } } }