using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Logging; using CheatsAPI; using Microsoft.CodeAnalysis; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("EveryWeaponAtOnce")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("EveryWeaponAtOnce")] [assembly: AssemblyTitle("EveryWeaponAtOnce")] [assembly: AssemblyVersion("1.0.0.0")] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)] internal sealed class NullableAttribute : Attribute { public readonly byte[] NullableFlags; public NullableAttribute(byte P_0) { NullableFlags = new byte[1] { P_0 }; } public NullableAttribute(byte[] P_0) { NullableFlags = P_0; } } [CompilerGenerated] [Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)] internal sealed class NullableContextAttribute : Attribute { public readonly byte Flag; public NullableContextAttribute(byte P_0) { Flag = P_0; } } } namespace EveryWeaponAtOnce { [BepInPlugin("centax.ultrakill.everyweaponatonce", "Every Weapon At Once", "1.0.0")] public class Plugin : BaseUnityPlugin { internal static ManualLogSource Log; private EveryWeapon cheat = new EveryWeapon(); private void Awake() { Log = ((BaseUnityPlugin)this).Logger; Log.LogInfo((object)"Hi"); CheatInjector.RegisterCheat((ICheat)(object)cheat, "Every weapon at once"); } private void Update() { foreach (GameObject allWeapon in cheat.allWeapons) { if (!allWeapon.activeInHierarchy && cheat.IsActive) { allWeapon.SetActive(true); } } } } public class EveryWeapon : ICheat { public List allWeapons = new List(); public string LongName => "Every Weapon At Once"; public string Identifier => "EveryWeaponAtOnce.EveryWeapon"; public string ButtonEnabledOverride => null; public string ButtonDisabledOverride => null; public string Icon => null; public bool IsActive { get; private set; } public bool DefaultState => false; public StatePersistenceMode PersistenceMode => (StatePersistenceMode)0; public IEnumerator Coroutine(CheatsManager manager) { yield break; } public void Enable(CheatsManager manager) { //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0052: Expected O, but got Unknown IsActive = true; Plugin.Log.LogInfo((object)("Cool cheat = " + IsActive)); GameObject val = GameObject.FindGameObjectWithTag("GunControl"); foreach (Transform item in val.transform) { Transform val2 = item; if (!((Object)((Component)val2).gameObject).name.StartsWith("Spawner")) { ((Component)val2).gameObject.SetActive(true); allWeapons.Add(((Component)val2).gameObject); } } } public void Disable() { //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0052: Expected O, but got Unknown IsActive = false; Plugin.Log.LogInfo((object)("Cool cheat = " + IsActive)); GameObject val = GameObject.FindGameObjectWithTag("GunControl"); foreach (Transform item in val.transform) { Transform val2 = item; ((Component)val2).gameObject.SetActive(false); } allWeapons.Clear(); } } }