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 EnemiesReturns v0.7.35
plugins/Risky_Sleeps-EnemiesReturns/EnemiesReturns.dll
Decompiled 4 days ago
The result has been truncated due to the large size, download it to view full contents!
using System; using System.Collections; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Diagnostics; using System.IO; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using AdvancedPrediction.Prediction; using AncientScepter; using BepInEx; using BepInEx.Bootstrap; using BepInEx.Configuration; using BepInEx.Logging; using EliteReworks2.Elites.Malachite; using EnemiesReturns.Achievements; using EnemiesReturns.Behaviors; using EnemiesReturns.Behaviors.ContactLight.SurgicalBed; using EnemiesReturns.Behaviors.JitterBonesStuff; using EnemiesReturns.Behaviors.Judgement; using EnemiesReturns.Behaviors.Judgement.MithrixWeaponDrop; using EnemiesReturns.Behaviors.Judgement.Newt; using EnemiesReturns.Behaviors.Judgement.WaveInteractable; using EnemiesReturns.Behaviors.SkinDefPicker; using EnemiesReturns.Components; using EnemiesReturns.Components.BodyComponents; using EnemiesReturns.Components.BodyComponents.CharacterMotor; using EnemiesReturns.Components.BodyComponents.NetworkedEntityStateMachine; using EnemiesReturns.Components.BodyComponents.Skills; using EnemiesReturns.Components.GeneralComponents; using EnemiesReturns.Components.MasterComponents; using EnemiesReturns.Components.ModelComponents; using EnemiesReturns.Components.ModelComponents.Hitboxes; using EnemiesReturns.Components.ModelComponents.Hurtboxes; using EnemiesReturns.Components.ModelComponents.Skins; using EnemiesReturns.Configuration; using EnemiesReturns.Configuration.ContactLight; using EnemiesReturns.Configuration.Judgement; using EnemiesReturns.Configuration.LynxTribe; using EnemiesReturns.EditorHelpers; using EnemiesReturns.Enemies.ArcherBug; using EnemiesReturns.Enemies.Colossus; using EnemiesReturns.Enemies.ContactLight; using EnemiesReturns.Enemies.ContactLight.Providence; using EnemiesReturns.Enemies.ContactLight.TempleGuard; using EnemiesReturns.Enemies.Ifrit; using EnemiesReturns.Enemies.Ifrit.Pillar; using EnemiesReturns.Enemies.Judgement; using EnemiesReturns.Enemies.Judgement.Arraign; using EnemiesReturns.Enemies.LynxTribe; using EnemiesReturns.Enemies.LynxTribe.Archer; using EnemiesReturns.Enemies.LynxTribe.Hunter; using EnemiesReturns.Enemies.LynxTribe.Scout; using EnemiesReturns.Enemies.LynxTribe.Shaman; using EnemiesReturns.Enemies.LynxTribe.Storm; using EnemiesReturns.Enemies.LynxTribe.Totem; using EnemiesReturns.Enemies.MechanicalSpider; using EnemiesReturns.Enemies.MechanicalSpider.Drone; using EnemiesReturns.Enemies.MechanicalSpider.Enemy; using EnemiesReturns.Enemies.MechanicalSpider.Turret; using EnemiesReturns.Enemies.SandCrab; using EnemiesReturns.Enemies.Spitter; using EnemiesReturns.Enemies.Swift; using EnemiesReturns.Equipment.EliteAenonian; using EnemiesReturns.Equipment.EliteSlayer; using EnemiesReturns.Equipment.MithrixHammer; using EnemiesReturns.Equipment.VoidlingWeapon; using EnemiesReturns.Items.AdrenalineCore; using EnemiesReturns.Items.ColossalKnurl; using EnemiesReturns.Items.LunarFlower; using EnemiesReturns.Items.LynxFetish; using EnemiesReturns.Items.PartyHat; using EnemiesReturns.Items.ReduceHP; using EnemiesReturns.Items.SpawnPillarOnChampionKill; using EnemiesReturns.Junk.ModdedEntityStates.Colossus.HeadLaser; using EnemiesReturns.Junk.ModdedEntityStates.Ifrit; using EnemiesReturns.Junk.ModdedEntityStates.LynxTribe.Hunter; using EnemiesReturns.Junk.ModdedEntityStates.LynxTribe.Shaman; using EnemiesReturns.Junk.ModdedEntityStates.LynxTribe.Shaman.Teleport; using EnemiesReturns.Junk.ModdedEntityStates.LynxTribe.Totem; using EnemiesReturns.Junk.ModdedEntityStates.Spitter; using EnemiesReturns.ModCompats; using EnemiesReturns.ModdedEntityStates.ArcherBugs; using EnemiesReturns.ModdedEntityStates.Colossus; using EnemiesReturns.ModdedEntityStates.Colossus.Death; using EnemiesReturns.ModdedEntityStates.Colossus.HeadLaserBarrage; using EnemiesReturns.ModdedEntityStates.Colossus.RockClap; using EnemiesReturns.ModdedEntityStates.Colossus.Stomp; using EnemiesReturns.ModdedEntityStates.ContactLight.BonusRoomDoors; using EnemiesReturns.ModdedEntityStates.ContactLight.CargoHoldDoors; using EnemiesReturns.ModdedEntityStates.ContactLight.Console; using EnemiesReturns.ModdedEntityStates.ContactLight.Mission; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.BaseStates.BaseOverheadSmash; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.BaseStates.BaseProjectilePrimary; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.BaseStates.BaseRings; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.BaseStates.BaseSkulls; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.BaseStates.BaseTwoSwingsIntoProjectile; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P1.Orbs; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P1.Primary.TwoSwingsIntoProjectile; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P1.Secondary; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P1.SkullsAttack; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P1.Utility; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P2.Primary; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P2.Primary.TwoSwingsIntoProjectile; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P2.Secondary; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P2.SkullsAttack; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P2.Utility; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P3.Secondary; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P3.Special; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P3.SwignWithFanClones; using EnemiesReturns.ModdedEntityStates.ContactLight.Providence.P3.Utility; using EnemiesReturns.ModdedEntityStates.ContactLight.RechargableInteractable.SurgicalBed; using EnemiesReturns.ModdedEntityStates.ContactLight.SwordHilt; using EnemiesReturns.ModdedEntityStates.ContactLight.TempleGuard.Primary; using EnemiesReturns.ModdedEntityStates.ContactLight.TempleGuard.UtilityOverclock; using EnemiesReturns.ModdedEntityStates.Engi; using EnemiesReturns.ModdedEntityStates.Ifrit; using EnemiesReturns.ModdedEntityStates.Ifrit.FlameCharge; using EnemiesReturns.ModdedEntityStates.Ifrit.Hellzone; using EnemiesReturns.ModdedEntityStates.Ifrit.Pillar; using EnemiesReturns.ModdedEntityStates.Ifrit.Pillar.Enemy; using EnemiesReturns.ModdedEntityStates.Ifrit.Pillar.Player; using EnemiesReturns.ModdedEntityStates.Judgement.Aeonian; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign.BaseSkyLeap; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign.Beam; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign.Phase1; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign.Phase1.SkyLeap; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign.Phase1.ThreeHitCombo; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign.Phase2; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign.Phase2.LeapingDash; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign.Phase2.ThreeHitCombo; using EnemiesReturns.ModdedEntityStates.Judgement.Arraign.Slide; using EnemiesReturns.ModdedEntityStates.Judgement.Mission; using EnemiesReturns.ModdedEntityStates.Judgement.MithrixHammer; using EnemiesReturns.ModdedEntityStates.Judgement.SkyLaser; using EnemiesReturns.ModdedEntityStates.Judgement.VoidlingWeapon; using EnemiesReturns.ModdedEntityStates.LynxTribe; using EnemiesReturns.ModdedEntityStates.LynxTribe.Archer; using EnemiesReturns.ModdedEntityStates.LynxTribe.Hunter; using EnemiesReturns.ModdedEntityStates.LynxTribe.Hunter.Lunge; using EnemiesReturns.ModdedEntityStates.LynxTribe.Scout; using EnemiesReturns.ModdedEntityStates.LynxTribe.Shaman; using EnemiesReturns.ModdedEntityStates.LynxTribe.Storm; using EnemiesReturns.ModdedEntityStates.LynxTribe.Totem; using EnemiesReturns.ModdedEntityStates.LynxTribe.Totem.Burrow; using EnemiesReturns.ModdedEntityStates.MechanicalSpider; using EnemiesReturns.ModdedEntityStates.MechanicalSpider.Dash; using EnemiesReturns.ModdedEntityStates.MechanicalSpider.Death; using EnemiesReturns.ModdedEntityStates.MechanicalSpider.DoubleShot; using EnemiesReturns.ModdedEntityStates.MechanicalSpider.DoubleShot.Drone; using EnemiesReturns.ModdedEntityStates.MechanicalSpider.DoubleShot.Enemy; using EnemiesReturns.ModdedEntityStates.MechanicalSpider.DoubleShot.Turret; using EnemiesReturns.ModdedEntityStates.SandCrab; using EnemiesReturns.ModdedEntityStates.SandCrab.Bubbles; using EnemiesReturns.ModdedEntityStates.SandCrab.Snip; using EnemiesReturns.ModdedEntityStates.Spitter; using EnemiesReturns.ModdedEntityStates.Swift; using EnemiesReturns.ModdedEntityStates.Swift.Dive; using EnemiesReturns.PrefabSetupComponents.BodyComponents; using EnemiesReturns.PrefabSetupComponents.MasterComponents; using EnemiesReturns.PrefabSetupComponents.ModelComponents; using EnemiesReturns.Projectiles; using EnemiesReturns.Reflection; using EnemiesReturns.ScriptableObjects; using EnemiesReturns.Skills.Engi.MechanicalSpiderTurret; using EnemiesReturns.zJunk.ModdedEntityStates.Judgement.Arraign; using EntityStates; using EntityStates.AI.Walker; using EntityStates.BrotherMonster; using EntityStates.Commando.CommandoWeapon; using EntityStates.Engi.EngiWeapon; using EntityStates.FlyingVermin.Mode; using EntityStates.GameOver; using EntityStates.MeridianEvent; using EntityStates.Missions.BrotherEncounter; using EntityStates.SolusHeart.Death; using EntityStates.SolusWing2; using EntityStates.Vulture; using Grumpy; using HG; using HG.Reflection; using IL; using IL.RoR2; using IL.RoR2.UI; using JetBrains.Annotations; using KinematicCharacterController; using Microsoft.CodeAnalysis; using Mono.Cecil.Cil; using MonoMod.Cil; using MoreStats; using On.EntityStates; using On.EntityStates.BrotherMonster; using On.EntityStates.MeridianEvent; using On.EntityStates.Missions.BrotherEncounter; using On.EntityStates.SolusHeart.Death; using On.EntityStates.SolusWing2; using On.RoR2; using On.RoR2.SurvivorMannequins; using On.RoR2.UI; using On.RoR2.UI.LogBook; using R2API; using R2API.Networking; using Rewired.Utils; using Rewired.Utils.Classes.Utility; using Risky_Artifacts.Artifacts; using RoR2; using RoR2.Achievements; using RoR2.AddressableAssets; using RoR2.Audio; using RoR2.CharacterAI; using RoR2.CharacterSpeech; using RoR2.ContentManagement; using RoR2.EntitlementManagement; using RoR2.EntityLogic; using RoR2.ExpansionManagement; using RoR2.Hologram; using RoR2.Mecanim; using RoR2.Navigation; using RoR2.Networking; using RoR2.Orbs; using RoR2.Projectile; using RoR2.Quests; using RoR2.Quests.CompulsionQuests; using RoR2.Skills; using RoR2.SurvivorMannequins; using RoR2.UI; using RoR2BepInExPack; using RoR2BepInExPack.GameAssetPathsBetter; using TMPro; using ThreeEyedGames; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.Bindings; using UnityEngine.Events; using UnityEngine.Networking; using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; using UnityEngine.ResourceManagement.AsyncOperations; using UnityEngine.ResourceManagement.ResourceLocations; using UnityEngine.Serialization; using UnityEngine.UI; [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: OptIn] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("EnemiesReturns")] [assembly: AssemblyTitle("EnemiesReturns")] [assembly: AssemblyCompany("EnemiesReturns")] [assembly: AssemblyConfiguration("Release")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)] [CompilerGenerated] 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; } } [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)] [CompilerGenerated] [Embedded] internal sealed class NullableContextAttribute : Attribute { public readonly byte Flag; public NullableContextAttribute(byte P_0) { Flag = P_0; } } } public class ReplaceShaders : MonoBehaviour { private const string PREFIX = "Stubbed"; private const int PREFIX_LENGTH = 7; private void Awake() { SwapShaders(); } private void SwapShaders() { Renderer[] array = Resources.FindObjectsOfTypeAll<Renderer>(); foreach (Renderer val in array) { if (val.materials != null) { for (int j = 0; j < val.materials.Length; j++) { Material val2 = val.materials[j]; if (Object.op_Implicit((Object)(object)val2)) { SwapShader(val2); val.materials[j] = val2; } } } if (Object.op_Implicit((Object)(object)val.material)) { SwapShader(val.material); } } Image[] array2 = Resources.FindObjectsOfTypeAll<Image>(); foreach (Image val3 in array2) { if (Object.op_Implicit((Object)(object)((Graphic)val3).material)) { Material material = Object.Instantiate<Material>(((Graphic)val3).material); SwapShader(material); ((Graphic)val3).material = material; } } static void SwapShader(Material val4) { //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_005b: Unknown result type (might be due to invalid IL or missing references) //IL_0060: Unknown result type (might be due to invalid IL or missing references) string name = ((Object)val4.shader).name; if (name.StartsWith("Stubbed")) { IList<IResourceLocation> list = Addressables.LoadResourceLocationsAsync((object)(name.Substring(7) + ".shader"), typeof(Shader)).WaitForCompletion(); if (list.Count > 0) { int renderQueue = val4.renderQueue; val4.shader = Addressables.LoadAssetAsync<Shader>(list[0]).WaitForCompletion(); val4.renderQueue = renderQueue; } } } } } namespace EnemiesReturns { public static class ConsoleCommands { [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCSpawnTitans(ConCommandArgs args) { //IL_0016: 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) //IL_002e: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Unknown result type (might be due to invalid IL or missing references) //IL_0042: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_0064: Unknown result type (might be due to invalid IL or missing references) //IL_0069: Unknown result type (might be due to invalid IL or missing references) //IL_007c: Unknown result type (might be due to invalid IL or missing references) //IL_008b: Unknown result type (might be due to invalid IL or missing references) //IL_0090: Unknown result type (might be due to invalid IL or missing references) //IL_00a3: Unknown result type (might be due to invalid IL or missing references) //IL_00b2: Unknown result type (might be due to invalid IL or missing references) //IL_00b7: Unknown result type (might be due to invalid IL or missing references) //IL_00ca: Unknown result type (might be due to invalid IL or missing references) CharacterBody cachedBody = LocalUserManager.readOnlyLocalUsersList[0].cachedBody; SpawnMonster(Addressables.LoadAssetAsync<CharacterSpawnCard>((object)"RoR2/Base/Titan/cscTitanBlackBeach.asset").WaitForCompletion(), cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(Addressables.LoadAssetAsync<CharacterSpawnCard>((object)"RoR2/Base/Titan/cscTitanDampCave.asset").WaitForCompletion(), cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(Addressables.LoadAssetAsync<CharacterSpawnCard>((object)"RoR2/Base/Titan/cscTitanGolemPlains.asset").WaitForCompletion(), cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(Addressables.LoadAssetAsync<CharacterSpawnCard>((object)"RoR2/Base/Titan/cscTitanGooLake.asset").WaitForCompletion(), cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(Addressables.LoadAssetAsync<CharacterSpawnCard>((object)"RoR2/Base/Titan/cscTitanGold.asset").WaitForCompletion(), cachedBody.modelLocator.modelBaseTransform.position); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCSpawnSpitters(ConCommandArgs args) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) CharacterBody cachedBody = LocalUserManager.readOnlyLocalUsersList[0].cachedBody; SpawnMonster(SpitterBody.SpawnCards.cscSpitterDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(SpitterBody.SpawnCards.cscSpitterLakes, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(SpitterBody.SpawnCards.cscSpitterDepths, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(SpitterBody.SpawnCards.cscSpitterSulfur, cachedBody.modelLocator.modelBaseTransform.position); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCSpawnColossi(ConCommandArgs args) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) //IL_0089: Unknown result type (might be due to invalid IL or missing references) //IL_00a3: Unknown result type (might be due to invalid IL or missing references) CharacterBody cachedBody = LocalUserManager.readOnlyLocalUsersList[0].cachedBody; SpawnMonster(ColossusBody.SpawnCards.cscColossusDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ColossusBody.SpawnCards.cscColossusGrassy, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ColossusBody.SpawnCards.cscColossusSnowy, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ColossusBody.SpawnCards.cscColossusSandy, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ColossusBody.SpawnCards.cscColossusSkyMeadow, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ColossusBody.SpawnCards.cscColossusCastle, cachedBody.modelLocator.modelBaseTransform.position); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCPocketSpiders(ConCommandArgs args) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) CharacterBody cachedBody = LocalUserManager.readOnlyLocalUsersList[0].cachedBody; SpawnMonster(MechanicalSpiderEnemyBody.SpawnCards.cscMechanicalSpiderSnowy, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(MechanicalSpiderEnemyBody.SpawnCards.cscMechanicalSpiderDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(MechanicalSpiderEnemyBody.SpawnCards.cscMechanicalSpiderGrassy, cachedBody.modelLocator.modelBaseTransform.position); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCSpawnLynx(ConCommandArgs args) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) //IL_0089: Unknown result type (might be due to invalid IL or missing references) //IL_00a3: Unknown result type (might be due to invalid IL or missing references) //IL_00bd: Unknown result type (might be due to invalid IL or missing references) //IL_00d7: Unknown result type (might be due to invalid IL or missing references) //IL_00f1: Unknown result type (might be due to invalid IL or missing references) CharacterBody cachedBody = LocalUserManager.readOnlyLocalUsersList[0].cachedBody; SpawnMonster(ArcherBody.SpawnCards.cscLynxArcherDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ArcherBodyAlly.SpawnCards.cscLynxArcherAlly, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ScoutBody.SpawnCards.cscLynxScoutDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ScoutBodyAlly.SpawnCards.cscLynxScoutAlly, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(HunterBody.SpawnCards.cscLynxHunterDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(HunterBodyAlly.SpawnCards.cscLynxHunterAlly, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ShamanBody.SpawnCards.cscLynxShamanDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ShamanBodyAlly.SpawnCards.cscLynxShamanAlly, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(TotemBody.SpawnCards.cscLynxTotemDefault, cachedBody.modelLocator.modelBaseTransform.position); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCSpawnArcherBugs(ConCommandArgs args) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) CharacterBody cachedBody = LocalUserManager.readOnlyLocalUsersList[0].cachedBody; SpawnMonster(ArcherBugBody.SpawnCards.cscArcherBugDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(ArcherBugBody.SpawnCards.cscArcherBugJungle, cachedBody.modelLocator.modelBaseTransform.position); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCSpawnSwifts(ConCommandArgs args) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) CharacterBody cachedBody = LocalUserManager.readOnlyLocalUsersList[0].cachedBody; SpawnMonster(SwiftBody.SpawnCards.cscSwiftDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(SwiftBody.SpawnCards.cscSwiftRallypoint, cachedBody.modelLocator.modelBaseTransform.position); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCSpawnCrabs(ConCommandArgs args) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) CharacterBody cachedBody = LocalUserManager.readOnlyLocalUsersList[0].cachedBody; SpawnMonster(SandCrabBody.SpawnCards.cscSandCrabDefault, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(SandCrabBody.SpawnCards.cscSandCrabSandy, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(SandCrabBody.SpawnCards.cscSandCrabGrassy, cachedBody.modelLocator.modelBaseTransform.position); SpawnMonster(SandCrabBody.SpawnCards.cscSandCrabSulfur, cachedBody.modelLocator.modelBaseTransform.position); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCSpawnTempleGuardian(ConCommandArgs args) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) CharacterBody cachedBody = LocalUserManager.readOnlyLocalUsersList[0].cachedBody; SpawnMonster(ContentProvider.cscTempleGuardian, cachedBody.modelLocator.modelBaseTransform.position); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCOutOfTimeTest(ConCommandArgs args) { //IL_0000: Unknown result type (might be due to invalid IL or missing references) NetworkUser sender = args.sender; InvokeCMD(sender, "fixed_time", Random.Range(4200, 5100).ToString()); InvokeCMD(sender, "run_set_stages_cleared", "11"); InvokeCMD(sender, "team_set_level", "1", Random.Range(27, 31).ToString()); InvokeCMD(sender, "random_items", Random.Range(78, 119).ToString(), "Tier1:100"); InvokeCMD(sender, "random_items", Random.Range(43, 58).ToString(), "Tier2:100"); InvokeCMD(sender, "random_items", Random.Range(8, 18).ToString(), "Tier3:100"); InvokeCMD(sender, "random_items", Random.Range(3, 4).ToString(), "Boss:100"); InvokeCMD(sender, "give_equip", "MithrixHammer"); InvokeCMD(sender, "set_scene", "enemiesreturns_outoftime"); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCContactLightTest(ConCommandArgs args) { //IL_0000: Unknown result type (might be due to invalid IL or missing references) NetworkUser sender = args.sender; InvokeCMD(sender, "fixed_time", Random.Range(1500, 1800).ToString()); InvokeCMD(sender, "run_set_stages_cleared", "5"); InvokeCMD(sender, "team_set_level", "1", Random.Range(15, 20).ToString()); InvokeCMD(sender, "random_items", Random.Range(20, 30).ToString(), "Tier1:100"); InvokeCMD(sender, "random_items", Random.Range(10, 15).ToString(), "Tier2:100"); InvokeCMD(sender, "random_items", Random.Range(1, 4).ToString(), "Tier3:100"); InvokeCMD(sender, "random_items", Random.Range(1, 3).ToString(), "Boss:100"); InvokeCMD(sender, "set_scene", "enemiesreturns_contactlight"); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCTakeDamage(ConCommandArgs args) { //IL_0075: Unknown result type (might be due to invalid IL or missing references) //IL_007a: Unknown result type (might be due to invalid IL or missing references) //IL_0081: Unknown result type (might be due to invalid IL or missing references) //IL_0088: Unknown result type (might be due to invalid IL or missing references) //IL_008f: Unknown result type (might be due to invalid IL or missing references) //IL_009a: Unknown result type (might be due to invalid IL or missing references) //IL_009c: Unknown result type (might be due to invalid IL or missing references) //IL_00a1: Unknown result type (might be due to invalid IL or missing references) //IL_00a7: Unknown result type (might be due to invalid IL or missing references) //IL_00ac: Unknown result type (might be due to invalid IL or missing references) //IL_00b1: Unknown result type (might be due to invalid IL or missing references) //IL_00be: Unknown result type (might be due to invalid IL or missing references) //IL_00c3: Unknown result type (might be due to invalid IL or missing references) //IL_00c9: Expected O, but got Unknown if (!Object.op_Implicit((Object)(object)Run.instance)) { Debug.Log((object)"Can't do this without Run!"); return; } if (!NetworkServer.active) { Debug.Log((object)"Only works on hosts!"); return; } if (((ConCommandArgs)(ref args)).Count == 0) { Debug.Log((object)"Missing arguments! arg0 - damage to take"); return; } float result = 0f; if (!float.TryParse(((ConCommandArgs)(ref args))[0], out result)) { Debug.Log((object)"Couldn't parse arg0! Should be float."); } else if (Object.op_Implicit((Object)(object)((ConCommandArgs)(ref args)).senderBody) && result > 0f) { DamageInfo val = new DamageInfo { attacker = null, damage = result, crit = false, procCoefficient = 0f, damageColorIndex = (DamageColorIndex)3, damageType = DamageTypeCombo.op_Implicit((DamageType)262210), position = ((ConCommandArgs)(ref args)).senderBody.transform.position }; ((ConCommandArgs)(ref args)).senderBody.healthComponent.TakeDamage(val); } } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCHitItBoy(ConCommandArgs args) { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_001f: Unknown result type (might be due to invalid IL or missing references) //IL_0024: Unknown result type (might be due to invalid IL or missing references) Vector3 footPosition = ((ConCommandArgs)(ref args)).senderBody.footPosition; NetworkServer.Spawn(Object.Instantiate<GameObject>(Content.Interactables.BoomBox, footPosition, Quaternion.LookRotation(((ConCommandArgs)(ref args)).senderBody.characterDirection.forward))); } [ConCommand(/*Could not decode attribute arguments.*/)] private static void CCDrawNodeGraphWithGates(ConCommandArgs args) { //IL_0013: Unknown result type (might be due to invalid IL or missing references) //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_0029: Unknown result type (might be due to invalid IL or missing references) //IL_002b: Unknown result type (might be due to invalid IL or missing references) //IL_0031: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Unknown result type (might be due to invalid IL or missing references) //IL_0082: Unknown result type (might be due to invalid IL or missing references) //IL_0088: Unknown result type (might be due to invalid IL or missing references) //IL_005c: Unknown result type (might be due to invalid IL or missing references) //IL_0064: Unknown result type (might be due to invalid IL or missing references) //IL_006b: Unknown result type (might be due to invalid IL or missing references) //IL_006d: Unknown result type (might be due to invalid IL or missing references) //IL_006e: Unknown result type (might be due to invalid IL or missing references) bool argBool = ((ConCommandArgs)(ref args)).GetArgBool(0); GraphType graphType = ((ConCommandArgs)(ref args)).GetArgEnum<GraphType>(1); HullMask hullMask = (HullMask)(1 << (int)((ConCommandArgs)(ref args)).GetArgEnum<HullClassification>(2)); if ((int)hullMask == 0) { throw new ConCommandException("Cannot use HullMask.None."); } for (int i = 3; i < ((ConCommandArgs)(ref args)).Count; i++) { HullClassification? val = ((ConCommandArgs)(ref args)).TryGetArgEnum<HullClassification>(i); if (val.HasValue) { hullMask = (HullMask)(hullMask | (1 << (int)val.Value)); } } (GraphType, HullMask) key = (graphType, hullMask); MeshDrawer drawer; if (argBool) { if (NodeGraphOverlay.drawers == null) { NodeGraphOverlay.drawers = new Dictionary<(GraphType, HullMask), (MeshDrawer, Action)>(); RoR2Application.onUpdate += NodeGraphOverlay.StaticUpdate; } if (!NodeGraphOverlay.drawers.ContainsKey(key)) { drawer = DebugOverlay.GetMeshDrawer(); drawer.hasMeshOwnership = true; drawer.material = DebugOverlay.defaultWireMaterial; NodeGraphOverlay.drawers.Add(key, (drawer, Updater)); } } else if (NodeGraphOverlay.drawers != null) { if (NodeGraphOverlay.drawers.TryGetValue(key, out (MeshDrawer, Action) value)) { value.Item1.Dispose(); NodeGraphOverlay.drawers.Remove(key); } if (NodeGraphOverlay.drawers.Count == 0) { NodeGraphOverlay.drawers = null; RoR2Application.onUpdate -= NodeGraphOverlay.StaticUpdate; } } void Updater() { //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Unknown result type (might be due to invalid IL or missing references) drawer.mesh = SceneInfo.instance.GetNodeGraph(graphType).GenerateLinkDebugMeshOnlyActiveGates(hullMask); } } public static void InvokeCMD(NetworkUser user, string commandName, params string[] arguments) { //IL_0020: Unknown result type (might be due to invalid IL or missing references) List<string> list = arguments.ToList(); CmdSender val = default(CmdSender); ((CmdSender)(ref val))..ctor(user); if (Object.op_Implicit((Object)(object)Console.instance)) { Console.instance.RunCmd(val, commandName, list); } else { Log.Message("InvokeCMD called whilst no console instance exists"); } } private static void SpawnMonster(CharacterSpawnCard card, Vector3 position) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Unknown result type (might be due to invalid IL or missing references) //IL_001f: Unknown result type (might be due to invalid IL or missing references) //IL_0034: Expected O, but got Unknown //IL_002f: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Expected O, but got Unknown DirectorSpawnRequest val = new DirectorSpawnRequest((SpawnCard)(object)card, new DirectorPlacementRule { placementMode = (PlacementMode)1, position = position, minDistance = 0f, maxDistance = 30f }, RoR2Application.rng); val.teamIndexOverride = (TeamIndex)2; val.ignoreTeamMemberLimit = true; DirectorCore.instance.TrySpawnObject(val); } } public static class Content { public static class Stages { public static SceneDef OutOfTime; public static SceneDef JudgementOutro; public static SceneDef ContactLight; } public static class MusicTracks { public static MusicTrackDef Unknown; public static MusicTrackDef UnknownBoss; public static MusicTrackDef TheOrigin; public static MusicTrackDef CoalescenceReturns; public static MusicTrackDef Coalescence; public static MusicTrackDef Precipitation; public static MusicTrackDef DoubleFngRainbowReturns; } public static class GameEndings { public static GameEndingDef SurviveJudgement; public static GameEndingDef EscapeIntoPast; } public static class ItemTiers { public static ItemTierDef HiddenInLogbook; } public static class Items { public static ItemDef ColossalCurl; public static ItemDef SpawnPillarOnChampionKill; public static ItemDef LynxFetish; public static ItemDef TradableRock; public static ItemDef LunarFlower; public static ItemDef VoidFlower; public static ItemDef HiddenAnointed; public static ItemDef PartyHat; public static ItemDef MechanicalSpiderTurretScepterHelper; public static ItemDef AccessCard; public static ItemDef AdrenalineCore; public static ItemDef SwordShard; public static ItemDef ReduceHP; } public static class ItemRelationshipProviders { public static ItemRelationshipProvider ModdedContagiousItemProvider; } public static class Equipment { public static EquipmentDef MithrixHammer; public static EquipmentDef EliteAeonian; public static EquipmentDef VoidlingWeapon; public static EquipmentDef EliteSlayer; } public static class Buffs { public static BuffDef LynxArcherDamage; public static BuffDef LynxHunterArmor; public static BuffDef LynxScoutSpeed; public static BuffDef LynxShamanSpecialDamage; public static BuffDef ReduceHealing; public static BuffDef LynxStormImmunity; public static BuffDef AffixAeoninan; public static BuffDef ImmuneToAllDamageExceptHammer; public static BuffDef ImmuneToHammer; public static BuffDef ProvidenceImmuneToDamage; public static BuffDef AdrenalineCoreProtection; public static BuffDef AdrenalineCoreLevels; public static BuffDef TempleGuardOverclock; } public static class Elites { public static EliteDef Aeonian; } public static class DamageTypes { public static ModdedDamageType EndGameBossWeapon; public static ModdedDamageType CanStunArraign; } public static class ProcChainTypes { public static ModdedProcType ColossalFist; } public static class Deployables { public static DeployableSlot PylonDeployable; public static DeployableSlot SummonLynxTribeDeployable; public static DeployableSlot LynxFetishDeployable; } public static class Drones { public static DroneDef MechanicalSpiderDrone; } public static class CostTypes { public static CostTypeDef AccessCard; } public static class Interactables { public static GameObject BoomBox; public static GameObject Wardrobe; public static GameObject SwordHilt; public static GameObject SwordShardBazaar; } public static class BodyPrefabs { public static GameObject TempleGuardBody; } public static class MasterPrefabs { public static GameObject TempleGuardMaster; } public static class InteractableSpawnCards { public static InteractableSpawnCard iscSwordShard; public static InteractableSpawnCard iscSwordShardFree; } public static class CharacterSpawnCards { } public static class Unlockables { public static UnlockableDef Wardrobe; } } public class ContentProvider : IContentPackProvider { [StructLayout(LayoutKind.Sequential, Size = 1)] public struct MonsterCategories { public const string Champions = "Champions"; public const string Minibosses = "Minibosses"; public const string BasicMonsters = "Basic Monsters"; public const string Special = "Special"; } [Serializable] [CompilerGenerated] private sealed class <>c { public static readonly <>c <>9 = new <>c(); public static Func<GameObject, bool> <>9__0_0; public static Func<GameObject, bool> <>9__0_1; public static Func<GameObject, bool> <>9__0_2; public static Func<GameObject, bool> <>9__1_0; public static Func<GameObject, bool> <>9__1_1; public static Func<GameObject, bool> <>9__1_2; public static Func<GameObject, bool> <>9__2_0; public static Func<GameObject, bool> <>9__2_1; public static Func<GameObject, bool> <>9__2_2; public static Func<Material, bool> <>9__6_17; public static Func<Material, bool> <>9__6_18; public static Func<Material, bool> <>9__6_19; public static Func<Material, bool> <>9__6_20; public static Func<Material, bool> <>9__6_21; public static Func<Material, bool> <>9__6_22; public static Func<Material, bool> <>9__6_23; public static Func<SceneDef, bool> <>9__6_24; public static Func<GameObject, bool> <>9__6_25; public static Func<GameObject, bool> <>9__6_26; public static Func<GameObject, bool> <>9__6_27; public static Func<GameObject, bool> <>9__6_28; public static Converter<GameObject, EffectDef> <>9__6_29; public static Func<GameObject, bool> <>9__6_30; public static Func<GameObject, bool> <>9__6_31; public static Func<GameObject, bool> <>9__6_32; public static Func<GameObject, bool> <>9__6_33; public static Func<GameObject, bool> <>9__6_34; public static Func<GameObject, bool> <>9__6_35; public static Func<GameObject, bool> <>9__6_36; public static Func<GameObject, bool> <>9__6_37; public static Func<GameObject, bool> <>9__6_38; public static Func<GameObject, bool> <>9__6_39; public static Func<GameObject, bool> <>9__6_40; public static Func<GameObject, bool> <>9__6_41; public static Func<GameObject, bool> <>9__6_42; public static Func<GameObject, bool> <>9__6_43; public static Func<GameObject, bool> <>9__6_44; public static Func<GameObject, bool> <>9__6_45; public static Func<GameObject, bool> <>9__6_46; public static Func<GameObject, bool> <>9__6_47; public static Func<GameObject, bool> <>9__6_48; public static Func<GameObject, bool> <>9__6_49; public static Func<GameObject, bool> <>9__6_50; public static Func<GameObject, bool> <>9__6_51; public static Func<GameObject, bool> <>9__6_52; public static Func<GameObject, bool> <>9__6_53; public static Func<GameObject, bool> <>9__6_54; public static Func<GameObject, bool> <>9__6_55; public static Func<GameObject, bool> <>9__6_56; public static Func<GameObject, bool> <>9__6_57; public static Func<GameObject, bool> <>9__6_58; public static Func<GameObject, bool> <>9__6_59; public static Func<GameObject, bool> <>9__6_60; public static Func<GameObject, bool> <>9__6_61; public static Func<GameObject, bool> <>9__6_62; public static Func<GameObject, bool> <>9__6_63; public static Func<GameObject, bool> <>9__6_64; public static Func<GameObject, bool> <>9__6_65; public static Func<GameObject, bool> <>9__6_66; public static Func<GameObject, bool> <>9__6_67; public static Func<GameObject, bool> <>9__6_68; public static Func<GameObject, bool> <>9__6_69; public static Func<GameObject, bool> <>9__6_70; public static Func<ItemDef, bool> <>9__6_71; public static Func<ItemDef, bool> <>9__6_72; public static Func<ItemDef, bool> <>9__6_73; public static Func<BuffDef, bool> <>9__6_74; public static Func<BuffDef, bool> <>9__6_75; public static Func<BuffDef, bool> <>9__6_76; public static Func<BuffDef, bool> <>9__6_77; public static Func<UnlockableDef, bool> <>9__6_78; public static Func<GameEndingDef, bool> <>9__6_79; public static Func<EquipmentDef, bool> <>9__6_80; public static Func<SpawnCard, bool> <>9__6_81; public static Func<SpawnCard, bool> <>9__6_82; public static Action<SpawnCard[]> <>9__6_10; public static Action<Sprite[]> <>9__6_11; public static Action<CharacterSpawnCard[]> <>9__6_13; public static Action<TMP_SpriteAsset[]> <>9__6_15; public static Func<InspectDef, bool> <>9__6_83; public static Func<InspectDef, bool> <>9__6_84; public static Func<InspectDef, bool> <>9__6_85; public static Action<InspectDef[]> <>9__6_16; public static IsAffordableDelegate <>9__6_86; public static PayCostDelegate <>9__6_87; public static Func<Texture2D, bool> <>9__45_8; public static Func<Texture2D, bool> <>9__45_9; public static Func<Texture2D, string> <>9__45_10; public static Func<Texture2D, Texture2D> <>9__45_11; public static Func<AnimationCurveDef, string> <>9__45_12; public static Func<Type, bool> <>9__45_7; public static Func<GameObject, bool> <>9__56_0; public static Func<GameObject, bool> <>9__56_1; public static Func<GameObject, bool> <>9__56_2; public static Func<GameObject, bool> <>9__56_3; public static Func<GameObject, bool> <>9__56_4; public static Func<GameObject, bool> <>9__56_5; public static Func<GameObject, bool> <>9__56_6; public static Func<GameObject, bool> <>9__57_0; public static Func<GameObject, bool> <>9__58_0; public static Func<GameObject, bool> <>9__58_1; public static Func<Texture2D, bool> <>9__61_18; public static Func<Texture2D, string> <>9__61_19; public static Func<Texture2D, Texture2D> <>9__61_20; public static Func<AnimationCurveDef, bool> <>9__61_21; public static Func<AnimationCurveDef, bool> <>9__61_22; public static Func<AnimationCurveDef, bool> <>9__61_23; public static Func<AnimationCurveDef, bool> <>9__61_24; public static Func<AnimationCurveDef, bool> <>9__61_25; public static Func<AnimationCurveDef, bool> <>9__61_26; public static Func<AnimationCurveDef, bool> <>9__61_27; public static Func<AnimationCurveDef, bool> <>9__61_28; public static Func<AnimationCurveDef, bool> <>9__61_29; public static Func<EliteDef, bool> <>9__61_30; public static Func<SceneDef, bool> <>9__61_31; public static Func<SceneDef, bool> <>9__61_32; public static Func<SkillDef, bool> <>9__61_33; public static Func<SkillDef, bool> <>9__61_34; public static Func<SkillDef, bool> <>9__61_35; public static Func<SkillDef, bool> <>9__61_36; public static Func<SkillDef, bool> <>9__61_37; public static Func<SkillDef, bool> <>9__61_38; public static Func<SkillDef, bool> <>9__61_39; public static Func<SkillDef, bool> <>9__61_40; public static Func<SkillDef, bool> <>9__61_41; public static Func<SkillDef, bool> <>9__61_42; public static Func<SkillDef, bool> <>9__61_43; public static Func<SkillDef, bool> <>9__61_44; public static Func<BuffDef, bool> <>9__61_45; public static Func<BuffDef, bool> <>9__61_46; public static Func<BuffDef, bool> <>9__61_47; public static Func<GameObject, bool> <>9__61_48; public static Func<GameObject, bool> <>9__61_49; public static Func<GameObject, bool> <>9__61_50; public static Func<GameObject, bool> <>9__61_51; public static Converter<GameObject, EffectDef> <>9__61_52; public static Func<GameObject, bool> <>9__61_53; public static Func<GameObject, bool> <>9__61_54; public static Func<GameObject, bool> <>9__61_55; public static Func<GameObject, bool> <>9__61_56; public static Func<GameObject, bool> <>9__61_57; public static Func<GameObject, bool> <>9__61_58; public static Func<GameObject, bool> <>9__61_59; public static Func<GameObject, bool> <>9__61_60; public static Func<GameObject, bool> <>9__61_61; public static Func<GameObject, bool> <>9__61_62; public static Func<GameObject, bool> <>9__61_63; public static Func<GameObject, bool> <>9__61_64; public static Func<GameObject, bool> <>9__61_65; public static Func<GameObject, bool> <>9__61_66; public static Func<GameObject, bool> <>9__61_67; public static Func<GameObject, bool> <>9__61_68; public static Func<GameObject, bool> <>9__61_69; public static Func<GameObject, bool> <>9__61_70; public static Func<GameObject, bool> <>9__61_71; public static Func<GameObject, bool> <>9__61_72; public static Func<GameObject, bool> <>9__61_73; public static Func<GameObject, bool> <>9__61_74; public static Func<GameObject, bool> <>9__61_75; public static Func<GameObject, bool> <>9__61_76; public static Func<GameObject, bool> <>9__61_77; public static Func<GameObject, bool> <>9__61_78; public static Func<GameObject, bool> <>9__61_79; public static Func<GameObject, bool> <>9__61_80; public static Func<GameObject, bool> <>9__61_81; public static Func<GameObject, bool> <>9__61_82; public static Func<GameObject, bool> <>9__61_83; public static Func<GameObject, bool> <>9__61_84; public static Func<ItemDef, bool> <>9__61_85; public static Func<ItemDef, bool> <>9__61_86; public static Func<ItemDef, bool> <>9__61_87; public static Func<ItemDef, bool> <>9__61_88; public static Func<GameEndingDef, bool> <>9__61_89; public static Func<ItemTierDef, bool> <>9__61_90; public static Func<EquipmentDef, bool> <>9__61_91; public static Func<EquipmentDef, bool> <>9__61_92; public static Func<EquipmentDef, bool> <>9__61_93; public static Func<CharacterSpawnCard, bool> <>9__61_94; public static Func<CharacterSpawnCard, bool> <>9__61_95; public static Func<CharacterSpawnCard, bool> <>9__61_96; public static Func<CharacterSpawnCard, bool> <>9__61_97; public static Func<CharacterSpawnCard, bool> <>9__61_98; public static Action<CharacterSpawnCard[]> <>9__61_16; public static Func<ModdedSkinDefParams, bool> <>9__61_99; public static Action<ModdedSkinDefParams[]> <>9__61_17; public static Func<GameObject, bool> <>9__67_0; public static Func<GameObject, bool> <>9__68_0; public static Func<GameObject, bool> <>9__68_1; public static Func<GameObject, bool> <>9__68_2; public static Func<GameObject, bool> <>9__68_3; public static Func<GameObject, bool> <>9__70_0; public static Func<GameObject, bool> <>9__70_1; public static Func<GameObject, bool> <>9__70_2; public static Func<GameObject, bool> <>9__70_3; public static Func<GameObject, bool> <>9__70_4; public static Func<GameObject, bool> <>9__70_5; public static Func<GameObject, bool> <>9__70_6; public static Func<GameObject, bool> <>9__71_0; public static Func<GameObject, bool> <>9__71_1; public static Func<GameObject, bool> <>9__71_2; public static Func<GameObject, bool> <>9__71_3; public static Func<GameObject, bool> <>9__71_4; public static Func<GameObject, bool> <>9__71_5; public static Func<GameObject, bool> <>9__72_0; public static Func<GameObject, bool> <>9__72_1; public static Func<GameObject, bool> <>9__72_2; public static Func<GameObject, bool> <>9__72_3; public static Func<GameObject, bool> <>9__72_4; public static Func<GameObject, bool> <>9__72_5; public static Func<GameObject, bool> <>9__73_0; public static Func<GameObject, bool> <>9__73_1; public static Func<GameObject, bool> <>9__73_2; public static Func<GameObject, bool> <>9__73_3; public static Func<GameObject, bool> <>9__73_4; public static Func<GameObject, bool> <>9__73_5; public static Func<GameObject, bool> <>9__73_6; public static Func<GameObject, bool> <>9__73_7; public static Func<GameObject, bool> <>9__73_8; public static Func<GameObject, bool> <>9__73_9; public static Func<GameObject, bool> <>9__73_10; public static Func<GameObject, bool> <>9__73_11; public static Func<GameObject, bool> <>9__74_0; public static Func<GameObject, bool> <>9__75_0; public static Func<GameObject, bool> <>9__75_1; public static Func<GameObject, bool> <>9__75_2; public static Func<GameObject, bool> <>9__75_3; public static Func<GameObject, bool> <>9__75_4; public static Func<GameObject, bool> <>9__75_5; public static EffectCondition <>9__75_6; public static Func<GameObject, bool> <>9__75_7; public static Func<GameObject, bool> <>9__75_8; public static Func<GameObject, bool> <>9__75_9; public static Func<GameObject, bool> <>9__75_10; public static Func<GameObject, bool> <>9__75_11; public static Func<GameObject, bool> <>9__75_12; public static Func<GameObject, bool> <>9__76_0; public static Func<GameObject, bool> <>9__76_1; public static Func<GameObject, bool> <>9__78_0; public static Func<GameObject, bool> <>9__78_1; public static Func<GameObject, bool> <>9__78_2; public static Func<GameObject, bool> <>9__79_0; public static Func<GameObject, bool> <>9__79_1; public static Func<GameObject, bool> <>9__80_0; public static Func<GameObject, bool> <>9__80_1; public static Func<GameObject, bool> <>9__80_2; public static Func<GameObject, bool> <>9__81_0; public static Func<GameObject, bool> <>9__82_0; public static Func<GameObject, bool> <>9__82_1; public static Func<GameObject, bool> <>9__82_2; public static Func<GameObject, bool> <>9__82_3; public static Func<GameObject, bool> <>9__82_4; public static Func<GameObject, bool> <>9__83_0; public static Func<GameObject, bool> <>9__83_1; public static Func<GameObject, bool> <>9__84_0; public static Func<GameObject, bool> <>9__84_1; public static Func<GameObject, bool> <>9__84_2; internal bool <CreateArcherBug>b__0_0(GameObject asset) { return ((Object)asset).name == "ArcherBug_stadiajungle"; } internal bool <CreateArcherBug>b__0_1(GameObject body) { return ((Object)body).name == "ArcherBugBody"; } internal bool <CreateArcherBug>b__0_2(GameObject master) { return ((Object)master).name == "ArcherBugMaster"; } internal bool <CreateColossus>b__1_0(GameObject item) { return ((Object)item).name == "ColossusEyeSpawnEffect"; } internal bool <CreateColossus>b__1_1(GameObject body) { return ((Object)body).name == "ColossusBody"; } internal bool <CreateColossus>b__1_2(GameObject master) { return ((Object)master).name == "ColossusMaster"; } internal bool <CreateColossusItem>b__2_0(GameObject item) { return ((Object)item).name == "PickupColossalCurl"; } internal bool <CreateColossusItem>b__2_1(GameObject item) { return ((Object)item).name == "ColossalKnurlFistProjectileGhost"; } internal bool <CreateColossusItem>b__2_2(GameObject item) { return ((Object)item).name == "ColossalKnurlFistProjectile"; } internal bool <CreateContactLightAsync>b__6_17(Material material) { return ((Object)material).name == "matTerminalGreen"; } internal bool <CreateContactLightAsync>b__6_18(Material material) { return ((Object)material).name == "matTerminalYellow"; } internal bool <CreateContactLightAsync>b__6_19(Material material) { return ((Object)material).name == "matTerminalYellow"; } internal bool <CreateContactLightAsync>b__6_20(Material material) { return ((Object)material).name == "matKeypadOpened"; } internal bool <CreateContactLightAsync>b__6_21(Material material) { return ((Object)material).name == "matTempleGuardOverclockOverlay"; } internal bool <CreateContactLightAsync>b__6_22(Material material) { return ((Object)material).name == "matPanelBossScreenWarning"; } internal bool <CreateContactLightAsync>b__6_23(Material material) { return ((Object)material).name == "matPanelBossScreen"; } internal bool <CreateContactLightAsync>b__6_24(SceneDef sd) { return sd.cachedName == "enemiesreturns_contactlight"; } internal bool <CreateContactLightAsync>b__6_25(GameObject asset) { CharacterBody val = default(CharacterBody); return asset.TryGetComponent<CharacterBody>(ref val); } internal bool <CreateContactLightAsync>b__6_26(GameObject asset) { CharacterMaster val = default(CharacterMaster); return asset.TryGetComponent<CharacterMaster>(ref val); } internal bool <CreateContactLightAsync>b__6_27(GameObject asset) { ProjectileController val = default(ProjectileController); return asset.TryGetComponent<ProjectileController>(ref val); } internal bool <CreateContactLightAsync>b__6_28(GameObject asset) { EffectComponent val = default(EffectComponent); return asset.TryGetComponent<EffectComponent>(ref val); } internal EffectDef <CreateContactLightAsync>b__6_29(GameObject item) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0007: Expected O, but got Unknown return new EffectDef(item); } internal bool <CreateContactLightAsync>b__6_30(GameObject asset) { NetworkIdentity val = default(NetworkIdentity); if (asset.TryGetComponent<NetworkIdentity>(ref val)) { CharacterBody val2 = default(CharacterBody); CharacterMaster val3 = default(CharacterMaster); ProjectileController val4 = default(ProjectileController); if (!asset.TryGetComponent<CharacterBody>(ref val2) && !asset.TryGetComponent<CharacterMaster>(ref val3)) { return !asset.TryGetComponent<ProjectileController>(ref val4); } return false; } return false; } internal bool <CreateContactLightAsync>b__6_31(GameObject prefab) { return ((Object)prefab).name == "WardrobeInteractable"; } internal bool <CreateContactLightAsync>b__6_32(GameObject asset) { return ((Object)asset).name == "BoomBox"; } internal bool <CreateContactLightAsync>b__6_33(GameObject asset) { return ((Object)asset).name == "SwordShardInteractableLunar"; } internal bool <CreateContactLightAsync>b__6_34(GameObject prefab) { return ((Object)prefab).name == "EliteSlayerProjectile"; } internal bool <CreateContactLightAsync>b__6_35(GameObject prefab) { return ((Object)prefab).name == "AdrenalineLevelUpEffect"; } internal bool <CreateContactLightAsync>b__6_36(GameObject prefab) { return ((Object)prefab).name == "AdrenalineLevelDownEffect"; } internal bool <CreateContactLightAsync>b__6_37(GameObject prefab) { return ((Object)prefab).name == "AdrenalineProtectionDestroyedEffect"; } internal bool <CreateContactLightAsync>b__6_38(GameObject asset) { return ((Object)asset).name == "ContactLightDioramaDisplay"; } internal bool <CreateContactLightAsync>b__6_39(GameObject asset) { return ((Object)asset).name == "TempleGuardBody"; } internal bool <CreateContactLightAsync>b__6_40(GameObject asset) { return ((Object)asset).name == "TempleGuardMaster"; } internal bool <CreateContactLightAsync>b__6_41(GameObject asset) { return ((Object)asset).name == "TempleGuardianPrimaryProjectile"; } internal bool <CreateContactLightAsync>b__6_42(GameObject asset) { return ((Object)asset).name == "TempleGuardianPrimaryFiring"; } internal bool <CreateContactLightAsync>b__6_43(GameObject asset) { return ((Object)asset).name == "TempleGuardianPrimaryCharge"; } internal bool <CreateContactLightAsync>b__6_44(GameObject asset) { return ((Object)asset).name == "TempleGuardOverclockCharge"; } internal bool <CreateContactLightAsync>b__6_45(GameObject asset) { return ((Object)asset).name == "CargoDoorChargePositionIndicator"; } internal bool <CreateContactLightAsync>b__6_46(GameObject asset) { return ((Object)asset).name == "PortalContactLight"; } internal bool <CreateContactLightAsync>b__6_47(GameObject asset) { return ((Object)asset).name == "SwordHiltPortal"; } internal bool <CreateContactLightAsync>b__6_48(GameObject prefab) { return ((Object)prefab).name == "OrbProjectile"; } internal bool <CreateContactLightAsync>b__6_49(GameObject prefab) { return ((Object)prefab).name == "LandingEffect"; } internal bool <CreateContactLightAsync>b__6_50(GameObject prefab) { return ((Object)prefab).name == "ProvidenceP2PrimaryShadowClone"; } internal bool <CreateContactLightAsync>b__6_51(GameObject prefab) { return ((Object)prefab).name == "ProvidenceSecondaryCloneProjectile"; } internal bool <CreateContactLightAsync>b__6_52(GameObject prefab) { return ((Object)prefab).name == "ProvidenceP2SpecialShadowClone"; } internal bool <CreateContactLightAsync>b__6_53(GameObject prefab) { return ((Object)prefab).name == "ProvidenceCloneUtilityPreProjectile"; } internal bool <CreateContactLightAsync>b__6_54(GameObject prefab) { return ((Object)prefab).name == "LandingEffect"; } internal bool <CreateContactLightAsync>b__6_55(GameObject prefab) { return ((Object)prefab).name == "ProviTwoSwingsProjectile"; } internal bool <CreateContactLightAsync>b__6_56(GameObject prefab) { return ((Object)prefab).name == "ProviShadowPrimary"; } internal bool <CreateContactLightAsync>b__6_57(GameObject prefab) { return ((Object)prefab).name == "ProviShadowPrimary"; } internal bool <CreateContactLightAsync>b__6_58(GameObject prefab) { return ((Object)prefab).name == "LandingEffect"; } internal bool <CreateContactLightAsync>b__6_59(GameObject prefab) { return ((Object)prefab).name == "ProviShadowPrimary"; } internal bool <CreateContactLightAsync>b__6_60(GameObject prefab) { return ((Object)prefab).name == "LandingEffect"; } internal bool <CreateContactLightAsync>b__6_61(GameObject prefab) { return ((Object)prefab).name == "ProviShadowPrimary"; } internal bool <CreateContactLightAsync>b__6_62(GameObject prefab) { return ((Object)prefab).name == "LaserProjectile"; } internal bool <CreateContactLightAsync>b__6_63(GameObject prefab) { return ((Object)prefab).name == "ProvidenceCloneUtilityPreProjectile"; } internal bool <CreateContactLightAsync>b__6_64(GameObject prefab) { return ((Object)prefab).name == "LandingEffect"; } internal bool <CreateContactLightAsync>b__6_65(GameObject prefab) { return ((Object)prefab).name == "LandingEffect"; } internal bool <CreateContactLightAsync>b__6_66(GameObject prefab) { return ((Object)prefab).name == "ProviShadowPrimary"; } internal bool <CreateContactLightAsync>b__6_67(GameObject prefab) { return ((Object)prefab).name == "ProviShadowPrimary"; } internal bool <CreateContactLightAsync>b__6_68(GameObject prefab) { return ((Object)prefab).name == "LandingEffectRed"; } internal bool <CreateContactLightAsync>b__6_69(GameObject prefab) { return ((Object)prefab).name == "LandingEffectRed"; } internal bool <CreateContactLightAsync>b__6_70(GameObject prefab) { return ((Object)prefab).name == "LandingEffectRed"; } internal bool <CreateContactLightAsync>b__6_71(ItemDef item) { return ((Object)item).name == "AccessCard"; } internal bool <CreateContactLightAsync>b__6_72(ItemDef item) { return ((Object)item).name == "SwordShard"; } internal bool <CreateContactLightAsync>b__6_73(ItemDef item) { return ((Object)item).name == "AdrenalineCore"; } internal bool <CreateContactLightAsync>b__6_74(BuffDef buff) { return ((Object)buff).name == "ProvidenceImmuneToDamage"; } internal bool <CreateContactLightAsync>b__6_75(BuffDef buff) { return ((Object)buff).name == "bdAdrenalineCoreProtection"; } internal bool <CreateContactLightAsync>b__6_76(BuffDef buff) { return ((Object)buff).name == "bdTempleGuardOverclock"; } internal bool <CreateContactLightAsync>b__6_77(BuffDef buff) { return ((Object)buff).name == "bdAdrenalineCoreLevels"; } internal bool <CreateContactLightAsync>b__6_78(UnlockableDef unlockable) { return unlockable.cachedName == "Interactables.ER_Wardrobe.0"; } internal bool <CreateContactLightAsync>b__6_79(GameEndingDef item) { return item.cachedName == "EscapedIntoThePast"; } internal bool <CreateContactLightAsync>b__6_80(EquipmentDef equipment) { return ((Object)equipment).name == "EliteSlayer"; } internal void <CreateContactLightAsync>b__6_10(SpawnCard[] assets) { //IL_0025: Unknown result type (might be due to invalid IL or missing references) //IL_002f: Expected O, but got Unknown //IL_0054: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Expected O, but got Unknown Content.InteractableSpawnCards.iscSwordShard = (InteractableSpawnCard)assets.First((SpawnCard sc) => ((Object)sc).name == "iscSwordShard"); Content.InteractableSpawnCards.iscSwordShardFree = (InteractableSpawnCard)assets.First((SpawnCard sc) => ((Object)sc).name == "iscSwordShardFree"); } internal bool <CreateContactLightAsync>b__6_81(SpawnCard sc) { return ((Object)sc).name == "iscSwordShard"; } internal bool <CreateContactLightAsync>b__6_82(SpawnCard sc) { return ((Object)sc).name == "iscSwordShardFree"; } internal void <CreateContactLightAsync>b__6_11(Sprite[] assets) { } internal void <CreateContactLightAsync>b__6_13(CharacterSpawnCard[] assets) { TempleGuardBody.SetupDirectiorCard(assets); } internal void <CreateContactLightAsync>b__6_15(TMP_SpriteAsset[] assets) { foreach (TMP_SpriteAsset item in assets) { TMP_Settings.defaultSpriteAsset.fallbackSpriteAssets.Add(item); } } internal void <CreateContactLightAsync>b__6_16(InspectDef[] assets) { //IL_0005: Unknown result type (might be due to invalid IL or missing references) //IL_000a: Unknown result type (might be due to invalid IL or missing references) Sprite visual = Addressables.LoadAssetAsync<Sprite>((object)RoR2_Base.ChestIcon_1_png).WaitForCompletion(); assets.First((InspectDef asset) => ((Object)asset).name == "idGoldenBarrel").Info.Visual = visual; assets.First((InspectDef asset) => ((Object)asset).name == "idMedicalCabinet").Info.Visual = visual; assets.First((InspectDef asset) => ((Object)asset).name == "isdArmoryLocker").Info.Visual = visual; } internal bool <CreateContactLightAsync>b__6_83(InspectDef asset) { return ((Object)asset).name == "idGoldenBarrel"; } internal bool <CreateContactLightAsync>b__6_84(InspectDef asset) { return ((Object)asset).name == "idMedicalCabinet"; } internal bool <CreateContactLightAsync>b__6_85(InspectDef asset) { return ((Object)asset).name == "isdArmoryLocker"; } internal bool <CreateContactLightAsync>b__6_86(CostTypeDef costTypeDef, IsAffordableContext context) { //IL_0000: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Unknown result type (might be due to invalid IL or missing references) if (Object.op_Implicit((Object)(object)context.activator)) { CharacterBody component = ((Component)context.activator).GetComponent<CharacterBody>(); if (Object.op_Implicit((Object)(object)component)) { Inventory inventory = component.inventory; if (Object.op_Implicit((Object)(object)inventory) && !inventory.inventoryDisabled) { return inventory.GetItemCountEffective(Content.Items.AccessCard) > 0; } } } return false; } internal void <CreateContactLightAsync>b__6_87(PayCostContext context, PayCostResults result) { //IL_002d: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_0054: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) if (Object.op_Implicit((Object)(object)context.activatorBody) && Object.op_Implicit((Object)(object)context.activatorBody.inventory)) { Inventory inventory = context.activatorBody.inventory; ItemTransformation val = default(ItemTransformation); ((ItemTransformation)(ref val)).originalItemIndex = Content.Items.AccessCard.itemIndex; ((ItemTransformation)(ref val)).newItemIndex = (ItemIndex)(-1); ((ItemTransformation)(ref val)).maxToTransform = 1; ItemTransformation val2 = val; TryTransformResult val3 = default(TryTransformResult); if (((ItemTransformation)(ref val2)).TryTransform(inventory, ref val3)) { result.AddTakenItemsFromTransformation(ref val3); } } } internal bool <LoadStaticContentAsync>b__45_8(Texture2D texture) { return ((Object)texture).name == "texLavaCrackRound"; } internal bool <LoadStaticContentAsync>b__45_9(Texture2D texture) { return ((Object)texture).name.StartsWith("texRamp"); } internal string <LoadStaticContentAsync>b__45_10(Texture2D texture) { return ((Object)texture).name; } internal Texture2D <LoadStaticContentAsync>b__45_11(Texture2D texture) { return texture; } internal string <LoadStaticContentAsync>b__45_12(AnimationCurveDef item) { return ((Object)item).name; } internal bool <LoadStaticContentAsync>b__45_7(Type type) { if (!type.IsAbstract && !type.IsInterface) { return type.GetCustomAttribute<RegisterEntityState>(inherit: false) != null; } return false; } internal bool <CreateIfrit>b__56_0(GameObject effect) { return ((Object)effect).name == "IfritSpawnPortal"; } internal bool <CreateIfrit>b__56_1(GameObject projectile) { return ((Object)projectile).name == "IfritHellzonePillarProjectile"; } internal bool <CreateIfrit>b__56_2(GameObject projectile) { return ((Object)projectile).name == "IfritHellzonePillarProjectileGhost"; } internal bool <CreateIfrit>b__56_3(GameObject projectile) { return ((Object)projectile).name == "IfritHellzoneVolcanoEffect"; } internal bool <CreateIfrit>b__56_4(GameObject body) { return ((Object)body).name == "IfritBody"; } internal bool <CreateIfrit>b__56_5(GameObject mane) { return ((Object)mane).name == "IfritManeFireParticle"; } internal bool <CreateIfrit>b__56_6(GameObject master) { return ((Object)master).name == "IfritMaster"; } internal bool <CreateIfritItem>b__57_0(GameObject item) { return ((Object)item).name == "IfritItem"; } internal bool <CreateIfritPillar>b__58_0(GameObject body) { return ((Object)body).name == "IfritPylonBody"; } internal bool <CreateIfritPillar>b__58_1(GameObject master) { return ((Object)master).name == "IfritPylonMaster"; } internal bool <CreateJudgementAsync>b__61_18(Texture2D texture) { return ((Object)texture).name.StartsWith("texRamp"); } internal string <CreateJudgementAsync>b__61_19(Texture2D texture) { return ((Object)texture).name; } internal Texture2D <CreateJudgementAsync>b__61_20(Texture2D texture) { return texture; } internal bool <CreateJudgementAsync>b__61_21(AnimationCurveDef acd) { return ((Object)acd).name == "acdMoveSpeed"; } internal bool <CreateJudgementAsync>b__61_22(AnimationCurveDef acd) { return ((Object)acd).name == "acdPreSlashMaterialAlpha"; } internal bool <CreateJudgementAsync>b__61_23(AnimationCurveDef acd) { return ((Object)acd).name == "acdSlash1"; } internal bool <CreateJudgementAsync>b__61_24(AnimationCurveDef acd) { return ((Object)acd).name == "acdSlash2"; } internal bool <CreateJudgementAsync>b__61_25(AnimationCurveDef acd) { return ((Object)acd).name == "acdSlash3"; } internal bool <CreateJudgementAsync>b__61_26(AnimationCurveDef acd) { return ((Object)acd).name == "acdSlash1P2"; } internal bool <CreateJudgementAsync>b__61_27(AnimationCurveDef acd) { return ((Object)acd).name == "acdSlash2P2"; } internal bool <CreateJudgementAsync>b__61_28(AnimationCurveDef acd) { return ((Object)acd).name == "acdSlash3P2"; } internal bool <CreateJudgementAsync>b__61_29(AnimationCurveDef acd) { return ((Object)acd).name == "acdMithrixDash"; } internal bool <CreateJudgementAsync>b__61_30(EliteDef elitedef) { return ((Object)elitedef).name == "EliteAeonian"; } internal bool <CreateJudgementAsync>b__61_31(SceneDef sd) { return sd.cachedName == "enemiesreturns_outoftime"; } internal bool <CreateJudgementAsync>b__61_32(SceneDef sd) { return sd.cachedName == "enemiesreturns_judgementoutro"; } internal bool <CreateJudgementAsync>b__61_33(SkillDef asset) { return ((Object)asset).name == "sdArraign3HitCombo"; } internal bool <CreateJudgementAsync>b__61_34(SkillDef asset) { return ((Object)asset).name == "sdArraignRightLeftSwing"; } internal bool <CreateJudgementAsync>b__61_35(SkillDef asset) { return ((Object)asset).name == "sdArraignSwordBeam"; } internal bool <CreateJudgementAsync>b__61_36(SkillDef asset) { return ((Object)asset).name == "sdArraignSkyDrop"; } internal bool <CreateJudgementAsync>b__61_37(SkillDef asset) { return ((Object)asset).name == "sdArraignSwordThrow"; } internal bool <CreateJudgementAsync>b__61_38(SkillDef asset) { return ((Object)asset).name == "sdArraignLightningStrikes"; } internal bool <CreateJudgementAsync>b__61_39(SkillDef asset) { return ((Object)asset).name == "sdArraign3HitComboP2"; } internal bool <CreateJudgementAsync>b__61_40(SkillDef asset) { return ((Object)asset).name == "sdArraignRightLeftSwingP2"; } internal bool <CreateJudgementAsync>b__61_41(SkillDef asset) { return ((Object)asset).name == "sdArraignDashAttackP2"; } internal bool <CreateJudgementAsync>b__61_42(SkillDef asset) { return ((Object)asset).name == "sdArraignSpearThrow"; } internal bool <CreateJudgementAsync>b__61_43(SkillDef asset) { return ((Object)asset).name == "sdArraignaHauntClockAttack"; } internal bool <CreateJudgementAsync>b__61_44(SkillDef asset) { return ((Object)asset).name == "sdArraignHauntSkyLaser"; } internal bool <CreateJudgementAsync>b__61_45(BuffDef buff) { return ((Object)buff).name == "bdAeonian"; } internal bool <CreateJudgementAsync>b__61_46(BuffDef buff) { return ((Object)buff).name == "bdImmuneToHammer"; } internal bool <CreateJudgementAsync>b__61_47(BuffDef buff) { return ((Object)buff).name == "bdImmuneToAllDamageExceptHammer"; } internal bool <CreateJudgementAsync>b__61_48(GameObject asset) { CharacterBody val = default(CharacterBody); return asset.TryGetComponent<CharacterBody>(ref val); } internal bool <CreateJudgementAsync>b__61_49(GameObject asset) { CharacterMaster val = default(CharacterMaster); return asset.TryGetComponent<CharacterMaster>(ref val); } internal bool <CreateJudgementAsync>b__61_50(GameObject asset) { ProjectileController val = default(ProjectileController); return asset.TryGetComponent<ProjectileController>(ref val); } internal bool <CreateJudgementAsync>b__61_51(GameObject asset) { EffectComponent val = default(EffectComponent); return asset.TryGetComponent<EffectComponent>(ref val); } internal EffectDef <CreateJudgementAsync>b__61_52(GameObject item) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0007: Expected O, but got Unknown return new EffectDef(item); } internal bool <CreateJudgementAsync>b__61_53(GameObject asset) { return ((Object)asset).name == "ArraignP1Body"; } internal bool <CreateJudgementAsync>b__61_54(GameObject asset) { return ((Object)asset).name == "ArraignP2Body"; } internal bool <CreateJudgementAsync>b__61_55(GameObject asset) { return ((Object)asset).name == "JudgementInteractable"; } internal bool <CreateJudgementAsync>b__61_56(GameObject asset) { return ((Object)asset).name == "PileOfDirtInteractable"; } internal bool <CreateJudgementAsync>b__61_57(GameObject asset) { return ((Object)asset).name == "BrokenTeleporterInteractable"; } internal bool <CreateJudgementAsync>b__61_58(GameObject asset) { return ((Object)asset).name == "VoidMegaTeleporter"; } internal bool <CreateJudgementAsync>b__61_59(GameObject asset) { return ((Object)asset).name == "VoidlingWeaponController"; } internal bool <CreateJudgementAsync>b__61_60(GameObject asset) { return ((Object)asset).name == "VoidWeaponPrefab"; } internal bool <CreateJudgementAsync>b__61_61(GameObject asset) { return ((Object)asset).name == "PortalJudgement"; } internal bool <CreateJudgementAsync>b__61_62(GameObject asset) { return ((Object)asset).name == "MithrixHammerController"; } internal bool <CreateJudgementAsync>b__61_63(GameObject asset) { return ((Object)asset).name == "ArraignP1SpeechController"; } internal bool <CreateJudgementAsync>b__61_64(GameObject asset) { return ((Object)asset).name == "ArraignP2SpeechController"; } internal bool <CreateJudgementAsync>b__61_65(GameObject asset) { return ((Object)asset).name == "MithrixHammerSwingEffect"; } internal bool <CreateJudgementAsync>b__61_66(GameObject asset) { return ((Object)asset).name == "ArraignRemoveSwordEffect"; } internal bool <CreateJudgementAsync>b__61_67(GameObject asset) { return ((Object)asset).name == "ArraignSlash3Wave"; } internal bool <CreateJudgementAsync>b__61_68(GameObject asset) { return ((Object)asset).name == "ArraignPreLightningProjectile"; } internal bool <CreateJudgementAsync>b__61_69(GameObject asset) { return ((Object)asset).name == "ArraignPreClockAttackProjectile"; } internal bool <CreateJudgementAsync>b__61_70(GameObject asset) { return ((Object)asset).name == "ArraignSwordProjectile"; } internal bool <CreateJudgementAsync>b__61_71(GameObject asset) { return ((Object)asset).name == "ArraignSpearProjectile"; } internal bool <CreateJudgementAsync>b__61_72(GameObject asset) { return ((Object)asset).name == "ClockZoneEffect"; } internal bool <CreateJudgementAsync>b__61_73(GameObject asset) { return ((Object)asset).name == "DropPositionEffect"; } internal bool <CreateJudgementAsync>b__61_74(GameObject asset) { return ((Object)asset).name == "ArraignPreBeamGroundIndicator"; } internal bool <CreateJudgementAsync>b__61_75(GameObject asset) { return ((Object)asset).name == "LanceStapEffect"; } internal bool <CreateJudgementAsync>b__61_76(GameObject asset) { return ((Object)asset).name == "ArraignArmorBreakEffect"; } internal bool <CreateJudgementAsync>b__61_77(GameObject asset) { return ((Object)asset).name == "SkyLaserBodySpawnEffect"; } internal bool <CreateJudgementAsync>b__61_78(GameObject asset) { return ((Object)asset).name == "BeamPostProccess"; } internal bool <CreateJudgementAsync>b__61_79(GameObject asset) { return ((Object)asset).name == "ArraignBeamPushbackEffect"; } internal bool <CreateJudgementAsync>b__61_80(GameObject asset) { return ((Object)asset).name == "ArraignBeamPushbackEffectNoMuzzleParticles"; } internal bool <CreateJudgementAsync>b__61_81(GameObject asset) { return ((Object)asset).name == "DisplayAeonian"; } internal bool <CreateJudgementAsync>b__61_82(GameObject asset) { return ((Object)asset).name == "EnemiesReturnsCreditsAdditions"; } internal bool <CreateJudgementAsync>b__61_83(GameObject asset) { return ((Object)asset).name == "MoonFlowers"; } internal bool <CreateJudgementAsync>b__61_84(GameObject asset) { return ((Object)asset).name == "BeamVisuals"; } internal bool <CreateJudgementAsync>b__61_85(ItemDef item) { return ((Object)item).name == "TradableRock"; } internal bool <CreateJudgementAsync>b__61_86(ItemDef item) { return ((Object)item).name == "LunarFlower"; } internal bool <CreateJudgementAsync>b__61_87(ItemDef item) { return ((Object)item).name == "VoidFlower"; } internal bool <CreateJudgementAsync>b__61_88(ItemDef item) { return ((Object)item).name == "HiddenAnointed"; } internal bool <CreateJudgementAsync>b__61_89(GameEndingDef item) { return item.cachedName == "SurviveJudgement"; } internal bool <CreateJudgementAsync>b__61_90(ItemTierDef item) { return ((Object)item).name == "HiddenInLogbook"; } internal bool <CreateJudgementAsync>b__61_91(EquipmentDef equipment) { return ((Object)equipment).name == "MithrixHammer"; } internal bool <CreateJudgementAsync>b__61_92(EquipmentDef equipment) { return ((Object)equipment).name == "EliteAeonianEquipment"; } internal bool <CreateJudgementAsync>b__61_93(EquipmentDef equipment) { return ((Object)equipment).name == "VoidlingWeapon"; } internal void <CreateJudgementAsync>b__61_16(CharacterSpawnCard[] assets) { ArraignBody.cscArraignP1 = assets.First((CharacterSpawnCard asset) => ((Object)asset).name == "cscArraignP1"); ArraignBody.cscArraignP2 = assets.First((CharacterSpawnCard asset) => ((Object)asset).name == "cscArraignP2"); SummonSkyLasers.cscSkyLaser = assets.First((CharacterSpawnCard asset) => ((Object)asset).name == "cscSkyLaser"); EnemiesReturns.ModdedEntityStates.Judgement.Mission.Phase3.cscArraignHaunt = assets.First((CharacterSpawnCard asset) => ((Object)asset).name == "cscArraignHaunt"); EnemiesReturns.ModdedEntityStates.Judgement.Mission.Phase2.cscArraignHauntP1 = assets.First((CharacterSpawnCard asset) => ((Object)asset).name == "cscArraignHauntP1"); } internal bool <CreateJudgementAsync>b__61_94(CharacterSpawnCard asset) { return ((Object)asset).name == "cscArraignP1"; } internal bool <CreateJudgementAsync>b__61_95(CharacterSpawnCard asset) { return ((Object)asset).name == "cscArraignP2"; } internal bool <CreateJudgementAsync>b__61_96(CharacterSpawnCard asset) { return ((Object)asset).name == "cscSkyLaser"; } internal bool <CreateJudgementAsync>b__61_97(CharacterSpawnCard asset) { return ((Object)asset).name == "cscArraignHaunt"; } internal bool <CreateJudgementAsync>b__61_98(CharacterSpawnCard asset) { return ((Object)asset).name == "cscArraignHauntP1"; } internal void <CreateJudgementAsync>b__61_17(ModdedSkinDefParams[] assets) { //IL_0061: Unknown result type (might be due to invalid IL or missing references) //IL_0066: Unknown result type (might be due to invalid IL or missing references) AnointedSkins.moddedSkinDefParams = assets.Where((ModdedSkinDefParams item) => ((Object)item).name.Contains("Judgement")).ToArray(); ModdedSkinDefParams[] moddedSkinDefParams = AnointedSkins.moddedSkinDefParams; foreach (ModdedSkinDefParams moddedSkinDefParams2 in moddedSkinDefParams) { if (moddedSkinDefParams2.useCatalog) { continue; } SkinDef val = moddedSkinDefParams2.CreateSkinDef(); if (Object.op_Implicit((Object)(object)val)) { SurvivorDef obj = AssetAsyncReferenceManager<SurvivorDef>.LoadAsset(moddedSkinDefParams2.survivorDef, (AsyncReferenceHandleUnloadType)2).WaitForCompletion(); GameObject bodyPrefab = obj.bodyPrefab; SkinDef val2 = AnointedSkins.CreateAnointedSkin(((Object)bodyPrefab).name, val, addEliteRamp: false, val.icon); ArrayUtils.ArrayAppend<SkinDef>(ref ((Component)bodyPrefab.GetComponent<ModelLocator>().modelTransform).gameObject.GetComponent<ModelSkinController>().skins, ref val2); ModelSkinController componentInChildren = obj.displayPrefab.GetComponentInChildren<ModelSkinController>(); if (Object.op_Implicit((Object)(object)componentInChildren)) { ArrayUtils.ArrayAppend<SkinDef>(ref componentInChildren.skins, ref val2); } } } } internal bool <CreateJudgementAsync>b__61_99(ModdedSkinDefParams item) { return ((Object)item).name.Contains("Judgement"); } internal bool <CreateLynxTrap>b__67_0(GameObject prefab) { return ((Object)prefab).name == "LynxTrapPrefab"; } internal bool <CreateLynxShrine>b__68_0(GameObject prefab) { return ((Object)prefab).name == "LynxTribeRetreatEffect"; } internal bool <CreateLynxShrine>b__68_1(GameObject prefab) { return ((Object)prefab).name == "LynxShrinePrefab"; } internal bool <CreateLynxShrine>b__68_2(GameObject prefab) { return ((Object)prefab).name == "LynxShrinePrefab2"; } internal bool <CreateLynxShrine>b__68_3(GameObject prefab) { return ((Object)prefab).name == "LynxShrinePrefab3"; } internal bool <CreateLynxArcher>b__70_0(GameObject prefab) { return ((Object)prefab).name == "ArrowProjectile"; } internal bool <CreateLynxArcher>b__70_1(GameObject prefab) { return ((Object)prefab).name == "ArrowProjectileGhost"; } internal bool <CreateLynxArcher>b__70_2(GameObject prefab) { return ((Object)prefab).name == "ArrowProjectileGhost"; } internal bool <CreateLynxArcher>b__70_3(GameObject prefab) { return ((Object)prefab).name == "LynxArcherBody"; } internal bool <CreateLynxArcher>b__70_4(GameObject prefab) { return ((Object)prefab).name == "LynxArcherMaster"; } internal bool <CreateLynxArcher>b__70_5(GameObject prefab) { return ((Object)prefab).name == "LynxArcherAllyBody"; } internal bool <CreateLynxArcher>b__70_6(GameObject prefab) { return ((Object)prefab).name == "LynxArcherAllyMaster"; } internal bool <CreateLynxHunter>b__71_0(GameObject prefab) { return ((Object)prefab).name == "LynxHunterAttackEffect"; } internal bool <CreateLynxHunter>b__71_1(GameObject prefab) { return ((Object)prefab).name == "LynxHunterSpearTipEffect"; } internal bool <CreateLynxHunter>b__71_2(GameObject prefab) { return ((Object)prefab).name == "LynxHunterBody"; } internal bool <CreateLynxHunter>b__71_3(GameObject prefab) { return ((Object)prefab).name == "LynxHunterMaster"; } internal bool <CreateLynxHunter>b__71_4(GameObject prefab) { return ((Object)prefab).name == "LynxHunterAllyBody"; } internal bool <CreateLynxHunter>b__71_5(GameObject prefab) { return ((Object)prefab).name == "LynxHunterAllyMaster"; } internal bool <CreateLynxScout>b__72_0(GameObject prefab) { return ((Object)prefab).name == "LynxScoutClawEffectLeft"; } internal bool <CreateLynxScout>b__72_1(GameObject prefab) { return ((Object)prefab).name == "LynxScoutClawEffectRight"; } internal bool <CreateLynxScout>b__72_2(GameObject prefab) { return ((Object)prefab).name == "LynxScoutBody"; } internal bool <CreateLynxScout>b__72_3(GameObject prefab) { return ((Object)prefab).name == "LynxScoutMaster"; } internal bool <CreateLynxScout>b__72_4(GameObject prefab) { return ((Object)prefab).name == "LynxScoutAllyBody"; } internal bool <CreateLynxScout>b__72_5(GameObject prefab) { return ((Object)prefab).name == "LynxScoutAllyMaster"; } internal bool <CreateLynxTotem>b__73_0(GameObject prefab) { return ((Object)prefab).name == "LynxSpawnParticles"; } internal bool <CreateLynxTotem>b__73_1(GameObject prefab) { return ((Object)prefab).name == "LynxSpawnParticles"; } internal bool <CreateLynxTotem>b__73_2(GameObject prefab) { return ((Object)prefab).name == "LynxTotemFireWallProjectile"; } internal bool <CreateLynxTotem>b__73_3(GameObject prefab) { return ((Object)prefab).name == "TotemShakeParticles"; } internal bool <CreateLynxTotem>b__73_4(GameObject prefab) { return ((Object)prefab).name == "TotemSingleStoneParticle"; } internal bool <CreateLynxTotem>b__73_5(GameObject prefab) { return ((Object)prefab).name == "TotemEyeGlowSummonTribe"; } internal bool <CreateLynxTotem>b__73_6(GameObject prefab) { return ((Object)prefab).name == "TotemEyeGlowSummonStorm"; } internal bool <CreateLynxTotem>b__73_7(GameObject prefab) { return ((Object)prefab).name == "TotemEyeGlowGroundpound"; } internal bool <CreateLynxTotem>b__73_8(GameObject prefab) { return ((Object)prefab).name == "LynxTotemGroundpoundProjectile"; } internal bool <CreateLynxTotem>b__73_9(GameObject prefab) { return ((Object)prefab).name == "TotemSummonStormOrb"; } internal bool <CreateLynxTotem>b__73_10(GameObject prefab) { return ((Object)prefab).name == "LynxTotemBody"; } internal bool <CreateLynxTotem>b__73_11(GameObject prefab) { return ((Object)prefab).name == "LynxTotemMaster"; } internal bool <CreateLynxTotemItem>b__74_0(GameObject item) { return ((Object)item).name == "PickupLynxFetish"; } internal bool <CreateLynxShaman>b__75_0(GameObject prefab) { return ((Object)prefab).name == "LynxSpawnParticles"; } internal bool <CreateLynxShaman>b__75_1(GameObject prefab) { return ((Object)prefab).name == "ShamanSummonStormParticle"; } internal bool <CreateLynxShaman>b__75_2(GameObject prefab) { return ((Object)prefab).name == "ShamanMask"; } internal bool <CreateLynxShaman>b__75_3(GameObject prefab) { return ((Object)prefab).name == "ShamanTeleportEffectOut"; } internal bool <CreateLynxShaman>b__75_4(GameObject prefab) { return ((Object)prefab).name == "LynxShamanPushBackSummon"; } internal bool <CreateLynxShaman>b__75_5(GameObject prefab) { return ((Object)prefab).name == "LynxShamanPushBackExplosion"; } internal bool <CreateLynxShaman>b__75_6(CharacterBody body) { return body.HasBuff(Content.Buffs.ReduceHealing); } internal bool <CreateLynxShaman>b__75_7(GameObject prefab) { return ((Object)prefab).name == "LynxShamanProjectileImpactEffect"; } internal bool <CreateLynxShaman>b__75_8(GameObject prefab) { return ((Object)prefab).name == "ShamanTrackingProjectile"; } internal bool <CreateLynxShaman>b__75_9(GameObject body) { return ((Object)body).name == "LynxShamanBody"; } internal bool <CreateLynxShaman>b__75_10(GameObject master) { return ((Object)master).name == "LynxShamanMaster"; } internal bool <CreateLynxShaman>b__75_11(GameObject prefab) { return ((Object)prefab).name == "LynxShamanAllyBody"; } internal bool <CreateLynxShaman>b__75_12(GameObject prefab) { return ((Object)prefab).name == "LynxShamanAllyMaster"; } internal bool <CreateLynxStorm>b__76_0(GameObject body) { return ((Object)body).name == "StormBody"; } internal bool <CreateLynxStorm>b__76_1(GameObject master) { return ((Object)master).name == "StormMaster"; } internal bool <CreateMechanichalSpiderDrone>b__78_0(GameObject body) { return ((Object)body).name == "MechanicalSpiderDroneBody"; } internal bool <CreateMechanichalSpiderDrone>b__78_1(GameObject master) { return ((Object)master).name == "MechanicalSpiderDroneMaster"; } internal bool <CreateMechanichalSpiderDrone>b__78_2(GameObject interactable) { return ((Object)interactable).name == "MechanicalSpiderBroken"; } internal bool <CreateMechanicalSpiderEnemy>b__79_0(GameObject body) { return ((Object)body).name == "MechanicalSpiderBody"; } internal bool <CreateMechanicalSpiderEnemy>b__79_1(GameObject master) { return ((Object)master).name == "MechanicalSpiderMaster"; } internal bool <SetupMechanicalSpiderEngiSkill>b__80_0(GameObject body) { return ((Object)body).name == "MechanicalSpiderTurretBody"; } internal bool <SetupMechanicalSpiderEngiSkill>b__80_1(GameObject master) { return ((Object)master).name == "MechanicalSpiderTurretMaster"; } internal bool <SetupMechanicalSpiderEngiSkill>b__80_2(GameObject asset) { return ((Object)asset).name == "MechanicalSpiderTurretBlueprints"; } internal bool <CreateMiscStuff>b__81_0(GameObject assets) { return ((Object)assets).name == "ReturnsPartyHat"; } internal bool <CreateSandCrab>b__82_0(GameObject effect) { return ((Object)effect).name == "SandCrabBubbleImpactEffect"; } internal bool <CreateSandCrab>b__82_1(GameObject projectile) { return ((Object)projectile).name == "SandCrabBubbleProjectile"; } internal bool <CreateSandCrab>b__82_2(GameObject ghost) { return ((Object)ghost).name == "SandCrabBubbleGhost"; } internal bool <CreateSandCrab>b__82_3(GameObject body) { return ((Object)body).name == "SandCrabBody"; } internal bool <CreateSandCrab>b__82_4(GameObject master) { return ((Object)master).name == "SandCrabMaster"; } internal bool <CreateSpitter>b__83_0(GameObject body) { return ((Object)body).name == "SpitterBody"; } internal bool <CreateSpitter>b__83_1(GameObject master) { return ((Object)master).name == "SpitterMaster"; } internal bool <CreateSwift>b__84_0(GameObject effect) { return ((Object)effect).name == "SwiftChargeDiveEffect"; } internal bool <CreateSwift>b__84_1(GameObject body) { return ((Object)body).name == "SwiftBody"; } internal bool <CreateSwift>b__84_2(GameObject master) { return ((Object)master).name == "SwiftMaster"; } } public const string AssetBundleContactLightStagesAssetsName = "enemiesreturns_contactlight_stages_assets"; public const string AssetBundleContactLightStagesName = "enemiesreturns_contactlight_stages_scenes"; public static CharacterSpawnCard cscTempleGuardian; public const string ER_PREFIX = "ER_"; private readonly ContentPack _contentPack = new ContentPack(); public const string AssetBundleName = "enemiesreturns"; public const string ThunderkitStubbedShadersBundleName = "enemiesreturns_thunderkit_stubbedshaders"; public const string AssetBundleFolder = "AssetBundles"; public const string SoundbankFolder = "Soundbanks"; public const string SoundsSoundBankFileName = "EnemiesReturnsSounds"; public const string MusicSoundBankFileName = "EnemiesReturnsMusic"; public const string InitSoundBankFileName = "EnemiesReturnsInit"; private readonly List<GameObject> bodyList = new List<GameObject>(); private readonly List<GameObject> masterList = new List<GameObject>(); private readonly List<Type> stateList = new List<Type>(); private readonly List<SkillFamily> sfList = new List<SkillFamily>(); private readonly List<SkillDef> sdList = new List<SkillDef>(); private readonly List<EffectDef> effectsList = new List<EffectDef>(); private readonly List<GameObject> projectilesList = new List<GameObject>(); private readonly List<UnlockableDef> unlockablesList = new List<UnlockableDef>(); private readonly List<ItemDef> itemList = new List<ItemDef>(); private readonly List<NetworkSoundEventDef> nseList = new List<NetworkSoundEventDef>(); private readonly List<GameObject> nopList = new List<GameObject>(); private readonly List<BuffDef> bdList = new List<BuffDef>(); private readonly List<CraftableDef> craftableList = new List<CraftableDef>(); private readonly List<DroneDef> dronesList = new List<DroneDef>(); private readonly List<GameEndingDef> endingsList = new List<GameEndingDef>(); private readonly List<ItemTierDef> tiersList = new List<ItemTierDef>(); private readonly List<EquipmentDef> equipmentList = new List<EquipmentDef>(); private readonly List<SceneDef> scenesList = new List<SceneDef>(); private readonly List<EliteDef> elitesList = new List<EliteDef>(); public static readonly Dictionary<string, string> ShaderLookup = new Dictionary<string, string> { { "stubbedror2/base/shaders/hgstandard", "RoR2/Base/Shaders/HGStandard.shader" }, { "stubbedror2/base/shaders/hgsnowtopped", "RoR2/Base/Shaders/HGSnowTopped.shader" }, { "stubbedror2/base/shaders/hgtriplanarterrainblend", "RoR2/Base/Shaders/HGTriplanarTerrainBlend.shader" }, { "stubbedror2/base/shaders/hgintersectioncloudremap", "RoR2/Base/Shaders/HGIntersectionCloudRemap.shader" }, { "stubbedror2/base/shaders/hgcloudremap", "RoR2/Base/Shaders/HGCloudRemap.shader" }, { "stubbedror2/base/shaders/hgopaquecloudremap", "RoR2/Base/Shaders/HGOpaqueCloudRemap.shader" }, { "stubbedror2/base/shaders/hgdistortion", "RoR2/Base/Shaders/HGDistortion.shader" }, { "stubbedror2/base/shaders/hggrass", "RoR2/Base/Shaders/HGGrass.shader" }, { "stubbedcalm water/calmwater - dx11 - doublesided", "Calm Water/CalmWater - DX11 - DoubleSided.shader" }, { "stubbedcalm water/calmwater - dx11", "Calm Water/CalmWater - DX11.shader" }, { "stubbednature/speedtree", "RoR2/Base/Shaders/SpeedTreeCustom.shader" }, { "stubbeddecalicious/decaliciousdeferreddecal", "Decalicious/DecaliciousDeferredDecal.shader" }, { "stubbedror2/base/shaders/hgdamagenumber", "RoR2/Base/Shaders/HGDamageNumber.shader" }, { "stubbedror2/base/shaders/hguianimatealpha", "RoR2/Base/Shaders/HGUIAnimateAlpha.shader" }, { "stubbedror2/base/shaders/hgsolidparallax", "RoR2/Base/Shaders/HGSolidParallax.shader" }, { "stubbedror2/base/shaders/hgdistantwater", "RoR2/Base/Shaders/HGDistantWater.shader" } }; public static Dictionary<string, Material> MaterialCache = new Dictionary<string, Material>(); public static ItemDef VoidMegaCrabItem = Addressables.LoadAssetAsync<ItemDef>((object)"RoR2/DLC1/VoidMegaCrabItem.asset").WaitForCompletion(); public const string AssetBundleJudgementStagesAssetsName = "enemiesreturns_judgement_stages_assets"; public const string AssetBundleJudgementStagesName = "enemiesreturns_judgement_stages_scenes"; public string identifier => "com.Viliger.EnemiesReturns.ContentProvider"; private void CreateArcherBug(GameObject[] assets, Dictionary<string, Sprite> iconLookup) { //IL_0081: Unknown result type (might be due to invalid IL or missing references) //IL_008b: Expected O, but got Unknown //IL_00a6: Unknown result type (might be due to invalid IL or missing references) //IL_00b0: Expected O, but got Unknown //IL_01b2: Unknown result type (might be due to invalid IL or missing references) //IL_01b7: Unknown result type (might be due to invalid IL or missing references) //IL_01c2: Unknown result type (might be due to invalid IL or missing references) //IL_01d2: Unknown result type (might be due to invalid IL or missing references) //IL_01d9: Unknown result type (might be due to invalid IL or missing references) //IL_01eb: Expected O, but got Unknown //IL_01eb: Unknown result type (might be due to invalid IL or missing references) //IL_01f0: Unknown result type (might be due to invalid IL or missing references) //IL_01f8: Unknown result type (might be due to invalid IL or missing references) //IL_01fa: Unknown result type (might be due to invalid IL or missing references) //IL_0201: Expected O, but got Unknown //IL_0231: Unknown result type (might be due to invalid IL or missing references) //IL_0236: Unknown result type (might be due to invalid IL or missing references) //IL_0241: Unknown result type (might be due to invalid IL or missing references) //IL_0251: Unknown result type (might be due to invalid IL or missing references) //IL_0258: Unknown result type (might be due to invalid IL or missing references) //IL_026a: Expected O, but got Unknown //IL_026a: Unknown result type (might be due to invalid IL or missing references) //IL_026f: Unknown result type (might be due to invalid IL or missing references) //IL_0277: Unknown result type (might be due to invalid IL or missing references) //IL_0279: Unknown result type (might be due to invalid IL or missing references) //IL_0280: Expected O, but got Unknown if (General.EnableArcherBug.Value) { ArcherBugBody.StadiaJungleMeshPrefab = assets.First((GameObject asset) => ((Object)asset).name == "ArcherBug_stadiajungle"); ArcherBugStuff archerBugStuff = new ArcherBugStuff(); GameObject item = (FireCausticSpit.projectilePrefab = archerBugStuff.CreateCausticSpitProjectile()); projectilesList.Add(item); UnlockableDef val = Utils.CreateUnlockableDef("Logs.ER_ArcherBugBody.0", "ENEMIES_RETURNS_UNLOCKABLE_LOG_ARCHERBUG"); unlockablesList.Add(val); GameObject val2 = archerBugStuff.CreateDeathEffect(); effectsList.Add(new EffectDef(val2)); EnemiesReturns.ModdedEntityStates.ArcherBugs.DeathState.deathEffectPrefab = val2; FireCausticSpit.chargeEffect = archerBugStuff.CreateCausticSpitChargeEffect(); effectsList.Add(new EffectDef(FireCausticSpit.chargeEffect)); ArcherBugBody archerBugBody = new ArcherBugBody(); ArcherBugBody.Skills.CausticSpit = archerBugBody.CreateCausticSpitSkill(); sdList.Add(ArcherBugBody.Skills.CausticSpit); ArcherBugBody.SkillFamilies.Primary = Utils.CreateSkillFamily("ArcherBugPrimaryFamily", ArcherBugBody.Skills.CausticSpit); sfList.Add(ArcherBugBody.SkillFamilies.Primary); ArcherBugBody.BodyPrefab = archerBugBody.AddBodyComponents(assets.First((GameObject body) => ((Object)body).name == "ArcherBugBody"), iconLookup["texArcherBugIcon"], val); bodyList.Add(ArcherBugBody.BodyPrefab); ArcherBugMaster.MasterPrefab = new ArcherBugMaster().AddMasterComponents(assets.First((GameObject master) => ((Object)master).name == "ArcherBugMaster"), ArcherBugBody.BodyPrefab); masterList.Add(ArcherBugMaster.MasterPrefab); ArcherBugBody.SpawnCards.cscArcherBugDefault = archerBugBody.CreateCard("cscArcherBugDefault", ArcherBugMaster.MasterPrefab, ArcherBugBody.SkinDefs.Default, ArcherBugBody.BodyPrefab); DirectorCard card = new DirectorCard { spawnCard = (SpawnCard)(object)ArcherBugBody.SpawnCards.cscArcherBugDefault, selectionWeight = ArcherBug.SelectionWeight.Value, preventOverhead = true, minimumStageCompletions = ArcherBug.MinimumStageCompletion.Value }; DirectorCardHolder directorCard = new DirectorCardHolder { Card = card, MonsterCategory = (MonsterCategory)2 };