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Decompiled source of Empress Blood v1.0.2
EmpressBlood.dll
Decompiled 7 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 HarmonyLib; using Microsoft.CodeAnalysis; 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("Omniscye")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("EmpressBlood")] [assembly: AssemblyTitle("EmpressBlood")] [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.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; } } } [BepInPlugin("com.empress.blood", "EmpressBlood", "1.0.0")] public class EmpressBlood : BaseUnityPlugin { public static class BloodPatches { [HarmonyPatch(typeof(EnemyHealth), "HurtRPC")] [HarmonyPostfix] public static void EnemyHurtRPC(EnemyHealth __instance, int _damage, Vector3 _hurtDirection) { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_000c: Unknown result type (might be due to invalid IL or missing references) Splatter(((Component)__instance).transform.position, _hurtDirection); } [HarmonyPatch(typeof(PlayerHealth), "Hurt")] [HarmonyPostfix] public static void PlayerHurt(PlayerHealth __instance, int damage) { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_000c: Unknown result type (might be due to invalid IL or missing references) Splatter(((Component)__instance).transform.position, Vector3.down); } [HarmonyPatch(typeof(PlayerHealth), "UpdateHealthRPC")] [HarmonyPrefix] public static void PlayerUpdateHealthRPC(PlayerHealth __instance, int healthNew, int ___health) { //IL_0010: Unknown result type (might be due to invalid IL or missing references) //IL_0015: Unknown result type (might be due to invalid IL or missing references) if (healthNew < ___health) { Splatter(((Component)__instance).transform.position, Vector3.down); } } } private static Texture2D bloodTexture; private static Material bloodMaterial; private void Awake() { //IL_0005: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Expected O, but got Unknown //IL_00dc: Unknown result type (might be due to invalid IL or missing references) //IL_00e6: Expected O, but got Unknown //IL_00fb: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0095: Unknown result type (might be due to invalid IL or missing references) //IL_007f: Unknown result type (might be due to invalid IL or missing references) bloodTexture = new Texture2D(64, 64); for (int i = 0; i < 64; i++) { for (int j = 0; j < 64; j++) { float num = Vector2.Distance(new Vector2((float)i, (float)j), new Vector2(32f, 32f)); if (num < 24f + Random.Range(-8f, 8f)) { bloodTexture.SetPixel(i, j, new Color(0.6f, 0f, 0f, Random.Range(0.8f, 1f))); } else { bloodTexture.SetPixel(i, j, Color.clear); } } } bloodTexture.Apply(); bloodMaterial = new Material(Shader.Find("Sprites/Default")); bloodMaterial.mainTexture = (Texture)(object)bloodTexture; bloodMaterial.color = Color.white; Harmony.CreateAndPatchAll(typeof(BloodPatches), (string)null); } public static void Splatter(Vector3 position, Vector3 direction) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0010: Unknown result type (might be due to invalid IL or missing references) //IL_0015: Unknown result type (might be due to invalid IL or missing references) //IL_001c: Unknown result type (might be due to invalid IL or missing references) //IL_001d: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_002b: Unknown result type (might be due to invalid IL or missing references) //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_0031: Unknown result type (might be due to invalid IL or missing references) //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Unknown result type (might be due to invalid IL or missing references) if (direction == Vector3.zero) { direction = Vector3.down; } RaycastHit hit = default(RaycastHit); for (int i = 0; i < Random.Range(1, 4); i++) { Vector3 val = direction + Random.insideUnitSphere; Vector3 normalized = ((Vector3)(ref val)).normalized; if (Physics.Raycast(position, normalized, ref hit, 5f, -1, (QueryTriggerInteraction)1)) { CreateDecal(hit); } } } private static void CreateDecal(RaycastHit hit) { //IL_001c: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_002d: Unknown result type (might be due to invalid IL or missing references) //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0045: Unknown result type (might be due to invalid IL or missing references) //IL_004a: Unknown result type (might be due to invalid IL or missing references) //IL_004f: Unknown result type (might be due to invalid IL or missing references) //IL_0082: Unknown result type (might be due to invalid IL or missing references) //IL_0096: Unknown result type (might be due to invalid IL or missing references) GameObject val = GameObject.CreatePrimitive((PrimitiveType)5); Object.Destroy((Object)(object)val.GetComponent<Collider>()); val.transform.position = ((RaycastHit)(ref hit)).point + ((RaycastHit)(ref hit)).normal * 0.02f; val.transform.rotation = Quaternion.LookRotation(-((RaycastHit)(ref hit)).normal); val.transform.Rotate(0f, 0f, (float)Random.Range(0, 360)); val.transform.localScale = Vector3.one * Random.Range(0.3f, 1.2f); MeshRenderer component = val.GetComponent<MeshRenderer>(); ((Renderer)component).material = bloodMaterial; } }