Decompiled source of EnableQuantuConsole v1.0.0

EnableQuantumConsoleSubterrorMod.dll

Decompiled 2 years ago
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using HarmonyLib;
using QFSW.QC;
using TeamMonumental;
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("EnableQuantumConsoleSubterrorMod")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("EnableQuantumConsoleSubterrorMod")]
[assembly: AssemblyCopyright("Copyright ©  2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("4397269e-8bdf-43ee-bdb1-24d9d6aff359")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace EnableQuantumConsoleSubterrorMod;

[BepInPlugin("enablequantum", "Enable Quantum Console", "1.0.0")]
public class EnableQuantumConsole : BaseUnityPlugin
{
	public const string pluginGuid = "enablequantum";

	public const string pluginName = "Enable Quantum Console";

	public const string pluginVersion = "1.0.0";

	public void Awake()
	{
		Harmony.CreateAndPatchAll(typeof(EnableQuantumConsole), (string)null);
	}

	[HarmonyPatch(typeof(GameNetworkManager), "Update")]
	[HarmonyPostfix]
	public static void Update()
	{
		if (Object.op_Implicit((Object)(object)Object.FindAnyObjectByType<QuantumConsole>((FindObjectsInactive)1)) && !((Component)Object.FindAnyObjectByType<QuantumConsole>((FindObjectsInactive)1)).gameObject.activeSelf)
		{
			((Component)Object.FindAnyObjectByType<QuantumConsole>((FindObjectsInactive)1)).gameObject.SetActive(true);
		}
	}
}