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Decompiled source of Hold To Walk v1.0.1
HoldToWalkMod2.dll
Decompiled a month 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 BepInEx.Configuration; 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(".NETFramework,Version=v4.6.2", FrameworkDisplayName = ".NET Framework 4.6.2")] [assembly: AssemblyCompany("HoldToWalkMod2")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyDescription("Changes Valheim walk to a hold command")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("HoldToWalkMod2")] [assembly: AssemblyTitle("HoldToWalkMod2")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] [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 HoldToWalkMod { [BepInPlugin("com.cybin.holdtowalk", "Hold to Walk Mod", "1.0.0")] public class HoldToWalkPlugin : BaseUnityPlugin { private readonly Harmony harmony = new Harmony("com.cybin.holdtowalk"); public static ConfigEntry<KeyCode> WalkKeyConfig; public static bool VanillaToggleState; private void Awake() { //IL_0041: Unknown result type (might be due to invalid IL or missing references) WalkKeyConfig = ((BaseUnityPlugin)this).Config.Bind<KeyCode>("General", "HoldToWalkKey", (KeyCode)308, "The keyboard key you hold down to force your character to walk."); harmony.PatchAll(); ((BaseUnityPlugin)this).Logger.LogInfo((object)$"Hold to Walk Mod loaded! Both Toggle and Hold are active. Hotkey: {WalkKeyConfig.Value}"); } } [HarmonyPatch(typeof(Player), "Update")] public class Player_Update_Patch { [HarmonyPostfix] public static void Postfix(Player __instance) { //IL_0015: Unknown result type (might be due to invalid IL or missing references) //IL_001a: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Unknown result type (might be due to invalid IL or missing references) if (!((Character)__instance).IsOwner()) { return; } KeyCode value = HoldToWalkPlugin.WalkKeyConfig.Value; if (Input.GetKey(value)) { if (!((Character)__instance).GetWalk()) { ((Character)__instance).SetWalk(true); } } else if (((Character)__instance).GetWalk() != HoldToWalkPlugin.VanillaToggleState) { ((Character)__instance).SetWalk(HoldToWalkPlugin.VanillaToggleState); } } } [HarmonyPatch(typeof(Character), "SetWalk")] public class Character_SetWalk_Patch { [HarmonyPrefix] public static void Prefix(bool walk) { //IL_0006: Unknown result type (might be due to invalid IL or missing references) if (!Input.GetKey(HoldToWalkPlugin.WalkKeyConfig.Value)) { HoldToWalkPlugin.VanillaToggleState = walk; } } } }