using System; using System.Diagnostics; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using BepInEx; using Receiver2; using Receiver2ModdingKit; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: AssemblyVersion("0.0.0.0")] [BepInPlugin("Unknown.Glock", "Glock", "1.0.0")] public class GlockLoader : BaseUnityPlugin { private void Awake() { //IL_0019: Unknown result type (might be due to invalid IL or missing references) //IL_001f: Expected O, but got Unknown BepInPlugin val = (BepInPlugin)Attribute.GetCustomAttribute(typeof(GlockLoader), typeof(BepInPlugin)); ((BaseUnityPlugin)this).Logger.LogInfo((object)("Plugin " + val.GUID + " is loaded!")); } } public class GlockScript : ModGunScript { public override void InitializeGun() { //IL_00a3: Unknown result type (might be due to invalid IL or missing references) //IL_0052: Unknown result type (might be due to invalid IL or missing references) if ((Object)(object)((GunScript)this).loaded_cartridge_prefab != (Object)null) { ShellCasingScript component = ((GunScript)this).loaded_cartridge_prefab.GetComponent(); if ((Object)(object)component != (Object)null) { ShellCasingScript val2; component.ammo_box_prefab = ((ShellCasingScript)ReceiverCoreScript.Instance().generic_prefabs.First((InventoryItem item) => (val2 = (ShellCasingScript)(object)((item is ShellCasingScript) ? item : null)) != null && (int)val2.cartridge_type == 0 && ((Object)val2).name != "load_progression")).ammo_box_prefab; } } if ((Object)(object)((GunScript)this).pooled_muzzle_flash.object_prefab == (Object)null) { GunScript val; ((GunScript)this).pooled_muzzle_flash = ((GunScript)ReceiverCoreScript.Instance().generic_prefabs.First((InventoryItem item) => (val = (GunScript)(object)((item is GunScript) ? item : null)) != null && (int)val.gun_model == 0)).pooled_muzzle_flash; } } public override void AwakeGun() { } public override void UpdateGun() { ((ModGunScript)this).UpdateAnimatedComponents(); } public override void LateUpdateGun() { } }