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Decompiled source of ChilloutForcedPVP v1.1.0
plugins/ChilloutForcedPVP/ChilloutForcedPVP.dll
Decompiled 6 hours agousing System; using System.Reflection; using System.Runtime.CompilerServices; using BepInEx; using HarmonyLib; using Jotunn.Utils; using UnityEngine; using UnityEngine.UI; [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: CompilationRelaxations(8)] [assembly: AssemblyVersion("0.0.0.0")] namespace ChilloutForcedPVP; [NetworkCompatibility(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInPlugin("chillout.forcedpvp", "Forced PVP", "1.1.0")] public sealed class Plugin : BaseUnityPlugin { public const string PluginGuid = "chillout.forcedpvp"; public const string PluginName = "Forced PVP"; public const string PluginVersion = "1.1.0"; private void Awake() { //IL_0005: Unknown result type (might be due to invalid IL or missing references) new Harmony("chillout.forcedpvp").PatchAll(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"PVP is enforced with conflict-resistant patch ordering and no per-frame update loop."); } } [HarmonyPatch(typeof(Player), "SetPVP", new Type[] { typeof(bool) })] internal static class ForceSetPvpPatch { [HarmonyPriority(0)] private static void Prefix(ref bool enabled) { enabled = true; } } [HarmonyPatch(typeof(Player), "IsPVPEnabled")] internal static class ForceIsPvpEnabledPatch { [HarmonyPriority(0)] private static void Postfix(ref bool __result) { __result = true; } } [HarmonyPatch(typeof(Player), "CanSwitchPVP")] internal static class PreventPvpSwitchPatch { [HarmonyPriority(0)] private static void Postfix(ref bool __result) { __result = false; } } [HarmonyPatch(typeof(InventoryGui), "OnEnable")] internal static class ForcePvpToggleVisualPatch { [HarmonyPriority(0)] private static void Postfix(InventoryGui __instance) { if ((Object)(object)__instance != (Object)null && (Object)(object)__instance.m_pvp != (Object)null) { __instance.m_pvp.SetIsOnWithoutNotify(true); ((Selectable)__instance.m_pvp).interactable = false; } } } [HarmonyPatch(typeof(Player), "OnSpawned", new Type[] { typeof(bool) })] internal static class ForcePvpOnSpawnPatch { [HarmonyPriority(0)] private static void Postfix(Player __instance) { if ((Object)(object)__instance != (Object)null) { __instance.SetPVP(true); } } }