using System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Configuration; using BepInEx.Logging; using Microsoft.CodeAnalysis; using On; using UnityEngine; using UnityEngine.Rendering.HighDefinition; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("LCNoPosterization")] [assembly: AssemblyConfiguration("Release")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0+bc92552bc9ebbc87ba69123ae86b0b09dd229925")] [assembly: AssemblyProduct("LCNoPosterization")] [assembly: AssemblyTitle("LCNoPosterization")] [assembly: AssemblyVersion("1.0.0.0")] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Microsoft.CodeAnalysis.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 LCNoPosterization { [BepInPlugin("au.sparronator.lc.noposterization", "No Posterization Shader", "1.0.0")] public class Plugin : BaseUnityPlugin { internal static ManualLogSource Logger; private readonly ConfigEntry RemoveShader; private CustomPass Shader; public Plugin() { RemoveShader = ((BaseUnityPlugin)this).Config.Bind("Config", "RemoveShader", true, "Should Lethal Company's posterization/cel-shading (\"outline\") effect be removed?\n\nA restart is NOT required if changing this setting in-game."); RemoveShader.SettingChanged += ShaderEnabled_SettingChanged; } public void Awake() { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_002b: Expected O, but got Unknown Logger = ((BaseUnityPlugin)this).Logger; Logger.LogInfo((object)"Finished loading successfully!"); StartOfRound.Awake += new hook_Awake(StartOfRound_Awake); } private void StartOfRound_Awake(orig_Awake orig, StartOfRound self) { orig.Invoke(self); Logger.LogInfo((object)"New game joined! Looking for its post-processing shader..."); bool flag = false; GameObject val = GameObject.Find("CustomPass (1)"); if ((Object)(object)val != (Object)null) { foreach (CustomPass customPass in val.GetComponent().customPasses) { if (customPass.name == "LethalSponge") { Logger.LogInfo((object)"Found post-processing shader successfully!"); flag = true; Shader = customPass; customPass.enabled = !RemoveShader.Value; break; } } } if (!flag) { Logger.LogError((object)"Failed to find post-processing shader - it will not be disabled this game!"); } } private void ShaderEnabled_SettingChanged(object sender, EventArgs e) { if (Shader != null) { Shader.enabled = !RemoveShader.Value; } } } }