using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Logging;
using CheatsAPI;
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("EveryWeaponAtOnce")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("EveryWeaponAtOnce")]
[assembly: AssemblyTitle("EveryWeaponAtOnce")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[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]
[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;
}
}
}
namespace EveryWeaponAtOnce
{
[BepInPlugin("centax.ultrakill.everyweaponatonce", "Every Weapon At Once", "1.0.0")]
public class Plugin : BaseUnityPlugin
{
internal static ManualLogSource Log;
private EveryWeapon cheat = new EveryWeapon();
private void Awake()
{
Log = ((BaseUnityPlugin)this).Logger;
Log.LogInfo((object)"Hi");
CheatInjector.RegisterCheat((ICheat)(object)cheat, "Every weapon at once");
}
private void Update()
{
foreach (GameObject allWeapon in cheat.allWeapons)
{
if (!allWeapon.activeInHierarchy && cheat.IsActive)
{
allWeapon.SetActive(true);
}
}
}
}
public class EveryWeapon : ICheat
{
public List<GameObject> allWeapons = new List<GameObject>();
public string LongName => "Every Weapon At Once";
public string Identifier => "EveryWeaponAtOnce.EveryWeapon";
public string ButtonEnabledOverride => null;
public string ButtonDisabledOverride => null;
public string Icon => null;
public bool IsActive { get; private set; }
public bool DefaultState => false;
public StatePersistenceMode PersistenceMode => (StatePersistenceMode)0;
public IEnumerator Coroutine(CheatsManager manager)
{
yield break;
}
public void Enable(CheatsManager manager)
{
//IL_004c: Unknown result type (might be due to invalid IL or missing references)
//IL_0052: Expected O, but got Unknown
IsActive = true;
Plugin.Log.LogInfo((object)("Cool cheat = " + IsActive));
GameObject val = GameObject.FindGameObjectWithTag("GunControl");
foreach (Transform item in val.transform)
{
Transform val2 = item;
if (!((Object)((Component)val2).gameObject).name.StartsWith("Spawner"))
{
((Component)val2).gameObject.SetActive(true);
allWeapons.Add(((Component)val2).gameObject);
}
}
}
public void Disable()
{
//IL_004c: Unknown result type (might be due to invalid IL or missing references)
//IL_0052: Expected O, but got Unknown
IsActive = false;
Plugin.Log.LogInfo((object)("Cool cheat = " + IsActive));
GameObject val = GameObject.FindGameObjectWithTag("GunControl");
foreach (Transform item in val.transform)
{
Transform val2 = item;
((Component)val2).gameObject.SetActive(false);
}
allWeapons.Clear();
}
}
}