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Decompiled source of FixDontBlinkDeathFade v1.0.0
FixDeathFade.dll
Decompiled a year agousing System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using GameNetcodeStuff; using HarmonyLib; using UnityEngine; using UnityEngine.UI; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: AssemblyTitle("FixDontBlinkDeathFade")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("FixDontBlinkDeathFade")] [assembly: AssemblyCopyright("Copyright © 2025")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("90172d8d-1292-4bbd-9583-f86c334beeff")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")] [assembly: AssemblyVersion("1.0.0.0")] namespace FixDontBlinkDeathFade; [BepInPlugin("fix.dontblink.deathfade", "Fix Dont Blink Death Fade", "1.0.0")] public class FixDontBlinkDeathFadePlugin : BaseUnityPlugin { private void Awake() { //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000c: Expected O, but got Unknown Harmony val = new Harmony("fix.dontblink.deathfade"); val.PatchAll(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"FixDontBlinkDeathFade loaded!"); } } [HarmonyPatch(typeof(PlayerControllerB), "KillPlayer")] internal class KillPlayerPatch { [CompilerGenerated] private sealed class <FixScreenNextFrame>d__1 : IEnumerator<object>, IDisposable, IEnumerator { private int <>1__state; private object <>2__current; object IEnumerator<object>.Current { [DebuggerHidden] get { return <>2__current; } } object IEnumerator.Current { [DebuggerHidden] get { return <>2__current; } } [DebuggerHidden] public <FixScreenNextFrame>d__1(int <>1__state) { this.<>1__state = <>1__state; } [DebuggerHidden] void IDisposable.Dispose() { <>1__state = -2; } private bool MoveNext() { switch (<>1__state) { default: return false; case 0: <>1__state = -1; <>2__current = null; <>1__state = 1; return true; case 1: <>1__state = -1; ((Graphic)HUDManager.Instance.playerScreenTexture).canvasRenderer.SetAlpha(0f); return false; } } bool IEnumerator.MoveNext() { //ILSpy generated this explicit interface implementation from .override directive in MoveNext return this.MoveNext(); } [DebuggerHidden] void IEnumerator.Reset() { throw new NotSupportedException(); } } [HarmonyPostfix] private static void Postfix(PlayerControllerB __instance) { if (!((Object)(object)__instance == (Object)null) && !((Object)(object)GameNetworkManager.Instance == (Object)null) && !((Object)(object)__instance != (Object)(object)GameNetworkManager.Instance.localPlayerController) && __instance.isPlayerDead && (Object)(object)HUDManager.Instance != (Object)null && (Object)(object)HUDManager.Instance.playerScreenTexture != (Object)null) { ((MonoBehaviour)__instance).StartCoroutine(FixScreenNextFrame()); } } [IteratorStateMachine(typeof(<FixScreenNextFrame>d__1))] private static IEnumerator FixScreenNextFrame() { //yield-return decompiler failed: Unexpected instruction in Iterator.Dispose() return new <FixScreenNextFrame>d__1(0); } }