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 Sweet Broken Rifle v1.0.0
SweetBrokenRifle.dll
Decompiled 4 hours agousing System; using System.Collections.Generic; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Configuration; using HarmonyLib; using Microsoft.CodeAnalysis; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyVersion("0.0.0.0")] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [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 SweetBrokenRifle { [BepInPlugin("sweet.brokenrifle", "Sweet Broken Rifle", "1.0.0")] public class Plugin : BaseUnityPlugin { public const string Guid = "sweet.brokenrifle"; internal const string RifleAssetName = "ItemRifle"; private const string Section = "Misfire"; internal static ConfigEntry<float> Spread; internal static ConfigEntry<int> ShotsMin; internal static ConfigEntry<int> ShotsMax; internal static ConfigEntry<int> PelletsMin; internal static ConfigEntry<int> PelletsMax; private void Awake() { //IL_002e: Unknown result type (might be due to invalid IL or missing references) //IL_0038: Expected O, but got Unknown //IL_0087: Unknown result type (might be due to invalid IL or missing references) Spread = ((BaseUnityPlugin)this).Config.Bind<float>("Misfire", "Spread", 65f, new ConfigDescription("Spread cone angle in degrees.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 65f), Array.Empty<object>())); ShotsMin = BindCount("Shots before misfire, min", 4); ShotsMax = BindCount("Shots before misfire, max", 7); PelletsMin = BindCount("Pellets per misfire, min", 5); PelletsMax = BindCount("Pellets per misfire, max", 10); new Harmony("sweet.brokenrifle").PatchAll(typeof(BrokenShotPatch)); ((BaseUnityPlugin)this).Logger.LogInfo((object)"Sweet Broken Rifle loaded."); } private ConfigEntry<int> BindCount(string key, int defaultValue) { //IL_001f: Unknown result type (might be due to invalid IL or missing references) //IL_0029: Expected O, but got Unknown return ((BaseUnityPlugin)this).Config.Bind<int>("Misfire", key, defaultValue, new ConfigDescription("Count, one at the least.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 50), Array.Empty<object>())); } } [HarmonyPatch(typeof(ItemGun), "ShootRPC")] internal static class BrokenShotPatch { private static readonly Dictionary<ItemGun, int> ShotsLeft = new Dictionary<ItemGun, int>(); private static int _savedBullets; private static float _savedSpread; private static bool _broken; [HarmonyPrefix] private static void Prefix(ItemGun __instance) { _broken = false; if (SemiFunc.IsMasterClientOrSingleplayer() && IsRifle(__instance)) { if (!ShotsLeft.TryGetValue(__instance, out var value)) { value = NextInterval(); } if (--value > 0) { ShotsLeft[__instance] = value; return; } ShotsLeft[__instance] = NextInterval(); _savedBullets = __instance.numberOfBullets; _savedSpread = __instance.gunRandomSpread; __instance.numberOfBullets = RollBetween(Plugin.PelletsMin, Plugin.PelletsMax); __instance.gunRandomSpread = Plugin.Spread.Value; _broken = true; } } [HarmonyPostfix] private static void Postfix(ItemGun __instance) { if (_broken) { _broken = false; __instance.numberOfBullets = _savedBullets; __instance.gunRandomSpread = _savedSpread; } } private static int NextInterval() { return RollBetween(Plugin.ShotsMin, Plugin.ShotsMax); } private static int RollBetween(ConfigEntry<int> min, ConfigEntry<int> max) { return Random.Range(min.Value, Mathf.Max(min.Value, max.Value) + 1); } private static bool IsRifle(ItemGun gun) { ItemAttributes component = ((Component)gun).GetComponent<ItemAttributes>(); if (Object.op_Implicit((Object)(object)component) && Object.op_Implicit((Object)(object)component.item)) { return ((Object)component.item).name == "ItemRifle"; } return false; } } }