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Decompiled source of RedEchoesTextures v1.0.0
RedEchoesTextures.dll
Decompiled 9 hours agousing System; using System.Diagnostics; using System.IO; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Logging; using Microsoft.CodeAnalysis; using RoR2BepInExPack.GameAssetPathsBetter; using UnityEngine; using UnityEngine.AddressableAssets; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("RedEchoesTextures")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0+59372444030c122b523de78c546705b95410f99c")] [assembly: AssemblyProduct("RedEchoesTextures")] [assembly: AssemblyTitle("RedEchoesTextures")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Embedded] [AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)] internal sealed class RefSafetyRulesAttribute : Attribute { public readonly int Version; public RefSafetyRulesAttribute(int P_0) { Version = P_0; } } } namespace RedEchoesTextures { internal static class Log { private static ManualLogSource _logSource; internal static void Init(ManualLogSource logSource) { _logSource = logSource; } internal static void Debug(object data) { _logSource.LogDebug(data); } internal static void Error(object data) { _logSource.LogError(data); } internal static void Fatal(object data) { _logSource.LogFatal(data); } internal static void Info(object data) { _logSource.LogInfo(data); } internal static void Message(object data) { _logSource.LogMessage(data); } internal static void Warning(object data) { _logSource.LogWarning(data); } } [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInPlugin("kina.RedEchoesTextures", "RedEchoesTextures", "1.0.0")] public class RedEchoesTextures : BaseUnityPlugin { private const string PluginGUID = "kina.RedEchoesTextures"; private const string PluginAuthor = "kina"; private const string PluginName = "RedEchoesTextures"; private const string PluginVersion = "1.0.0"; private static readonly int MainTex = Shader.PropertyToID("_MainTex"); private static readonly int NormalTex = Shader.PropertyToID("_NormalTex"); private static readonly int EmTex = Shader.PropertyToID("_EmTex"); private AssetBundle fixedBundle; public void Awake() { //IL_0037: Unknown result type (might be due to invalid IL or missing references) //IL_003c: 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_0087: Unknown result type (might be due to invalid IL or missing references) //IL_00cd: Unknown result type (might be due to invalid IL or missing references) //IL_00d2: Unknown result type (might be due to invalid IL or missing references) Log.Init(((BaseUnityPlugin)this).Logger); fixedBundle = AssetBundle.LoadFromFile(Path.Combine(Path.GetDirectoryName(((BaseUnityPlugin)this).Info.Location), "redechoesbundle")); Material val = Addressables.LoadAssetAsync<Material>((object)RoR2_DLC4.matProvidenceCape_mat).WaitForCompletion(); val.SetTexture(MainTex, fixedBundle.LoadAsset<Texture>("texShadowProvidenceDiffuse1")); val.SetTexture(NormalTex, fixedBundle.LoadAsset<Texture>("texShadowProvidenceNormal1")); Material val2 = Addressables.LoadAssetAsync<Material>((object)RoR2_DLC4.matProvidenceBody_mat).WaitForCompletion(); val2.SetTexture(MainTex, fixedBundle.LoadAsset<Texture>("texShadowProvidenceDiffuse1-2MERGE")); val2.SetTexture(NormalTex, fixedBundle.LoadAsset<Texture>("texShadowProvidenceDiffuse1-2MERGENORAML")); Material val3 = Addressables.LoadAssetAsync<Material>((object)RoR2_DLC4.matProvidenceInnerCape_mat).WaitForCompletion(); val3.SetTexture(MainTex, fixedBundle.LoadAsset<Texture>("texShadowProvidenceDiffuse3")); val3.SetTexture(NormalTex, fixedBundle.LoadAsset<Texture>("texShadowProvidenceNormal3")); val3.SetTexture(EmTex, fixedBundle.LoadAsset<Texture>("texShadowProvidenceEmission3")); } } }