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JakesCrew-JakesInterior-0.0.1
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JakesCrew-JakesInterior/JakesInterior.dll

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using 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.Configuration;using HarmonyLib;using JakesInterior;using Microsoft.CodeAnalysis;using Reptile;using UnityEngine;using UnityEngine.Video;[assembly: CompilationRelaxations(8)][assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)][assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)][assembly: TargetFramework(".NETFramework,Version=v4.6", FrameworkDisplayName = ".NET Framework 4.6")][assembly: AssemblyCompany("JakesInterior")][assembly: AssemblyConfiguration("Debug")][assembly: AssemblyDescription("My first plugin")][assembly: AssemblyFileVersion("1.0.0.0")][assembly: AssemblyInformationalVersion("1.0.0")][assembly: AssemblyProduct("JakesInterior")][assembly: AssemblyTitle("JakesInterior")][assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)][assembly: AssemblyVersion("1.0.0.0")][module: UnverifiableCode][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;		}	}}public class FoodPropPlacer : MonoBehaviour{	private GameObject player;	private bool inTrigger = false;	private void Start()	{		player = GameObject.Find("Player_HUMAN0");	}	private void Update()	{		if (!Input.GetKeyDown((KeyCode)101) || !inTrigger)		{			return;		}		Transform[] componentsInChildren = player.GetComponentsInChildren<Transform>();		Transform[] array = componentsInChildren;		foreach (Transform val in array)		{			if (!(((Object)val).name == "handr"))			{				continue;
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