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ZeThingThatTurnsOnALLTheThings.cs
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ZeThingThatTurnsOnALLTheThings.cs
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using ItemAPI;
using GungeonAPI;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using MonoMod.RuntimeDetour;
using System.Reflection;
using MonoMod.Utils;
namespace BunnyMod
{
// Token: 0x02000008 RID: 8
public class BunnyModule : ETGModule
{
// Token: 0x0600001B RID: 27 RVA: 0x000028E8 File Offset: 0x00000AE8
public override void Start()
{
ItemBuilder.Init();
FakePrefabHooks.Init();
HookYeah.Init();
GungeonAPI.GungeonAP.Init();
FakePrefabHooks.Init();
GungeonAPI.Tools.Init();
ItemAPI.FakePrefabHooks.Init();
GungeonAP.Init();
FakePrefabHooks.Init();
ShrineFactory.Init();
ShrineFactory.PlaceBnyBreachShrines();
TestActiveItem.Init();
VengeanceVlone.Init();
ShatterEffect.Initialise();
ShrineOfTheLeadLord.Add();
ArtifactOfRevenge.Init();
ArtifactOfAttraction.Init();
ArtifactOfGlass.Init();
ArtifactOfAvarice.Init();
ArtifactOfDaze.Init();
ArtifactOfPrey.Init();
ArtifactOfMegalomania.Init();
ArtifactOfFodder.Init();
ArtifactOfBolster.Init();
ArtifactOfHatred.Init();
ArtifactOfEnigma.Init();
ArtifactOfSacrifice.Init();
ModuleCannon.Add();
ModuleChip.Init();
ModuleAmmoEater.Init();
ModuleDamage.Init();
ModuleClipSize.Init();
ModuleFireRate.Init();
ModuleReload.Init();
T2ModuleYV.Init();
T2ModuleCloak.Init();
T2ModulePierce.Init();
T2ModuleBounce.Init();
T2ModuleEjector.Init();
T2ModuleHoming.Init();
T3ModuleRocket.Init();
T3ModuleInaccurate.Init();
T3ModuleColossus.Init();
T3ModuleOverload.Init();
T3ModuleReactive.Init();
CorruptModuleSensor.Init();
CorruptModuleAccuracy.Init();
CorruptModuleLoose.Init();
CorruptModuleCoolant.Init();
CorruptModuleDamage.Init();
//Gimmick Heavy Guns
TrainGun.Add();
LastStand.Add();
SoulStealer.Add();
Commiter.Add();
Pickshot.Add();
AerialBombardment.Add();
//Mimic Guns
Casemimic.Add();
ABlasphemimic.Add();
Gunthemimic.Add();
Mimikey47.Add();
//Mechanical Guns
ThunderStorm.Add();
CaptainsShotgun.Add();
EnforcersLaw.Add();
TimeZoner.Add();
ArtemissileRocket.Add();
BigNukeGun.Add();
BoxGun.Add();
REXNeedler.Add();
FlakCannon.Add();
GunslayerShotgun.Add();
RogueLegendary.Add();
//Otherworldly Guns
HarvestersShotgun.Add();
PrismaticShot.Add();
Starbounder.Add();
ReaverClaw.Add();
ReaverHeart.Add();
ChaosRevolver.Add();
ChaosRevolverSynergyForme.Add();
ChaosHand.Add();
NuclearTentacle.Add();
//Outright Wacky weaponry
OppressorsCrossbow.Add();
GunslayerGauntlets.Add();
SuperFlakCannon.Add();
MithrixHammer.Add();
TungstenCube.Add();
CoolStaff.Add();
ASwordGun.Add();
AGunSword.Add();
//Dumb Guns
StickGun.Add();
BulletCaster.Add();
SausageRevolver.Add();
BloatedRevolver.Add();
PocketPistol.Add();
BrokenGunParts.Add();
IDPDFreakGun.Add();
FakeShotgun.Add();
//Life Living
PersonalGuard.Init();
GlockOfTheDead.Init();
LizardBloodTransfusion.Init();
AbsoluteZeroPotion.Init();
MatrixPotion.Init();
GreandeParasite.Init();
//Joke Items
SpeckOfDust.Init();
LastResort.Init();
JokeBook.Init();
//Mechanical Items
OnPlayerItemUsedItem.Init();
BloodyTrigger.Init();
StaticCharger.Init();
//Bullet Type Items
ResurrectionBullets.Init();
GuillotineRounds.Register();
LunarGlassRounds.Init();
ReaverRounds.Init();
SimpBullets.Init();
//Cursed Items Risk Reward Items
LeadHand.Init();
JammedGuillotine.Init();
CrownOfBlood.Init();
RTG.Init();
DGrenade.Init();
MalachiteCrown.Init();
AncientWhisper.Init();
AncientEnigma.Init();
LunarGlassSyringe.Init();
SlayerKey.Init();
DamocleanClip.Init();
DeathMark.Init();
TheMonolith.Init();
LoopMarker.Init();
BulletRelic.Init();
GodLifesGift.Init();
//Defense Items
SuperShield.Init();
GunslayerHelmet.Init();
FreezeLighter.Init();
//Stats Up
Microscope.Init();
EmpoweringCore.Init();
BookOfEconomics.Register();
CounterChamber.Register();
Infusion.Init();
MinigunRounds.Register();
//Otherworldly
SpiritOfStagnation.Init();
SoulInAJar.Init();
AmmoRepurposer.Init();
SkyGrass.Init();
ChaosChamber.Init();
ChaosGodsWrath.Register();
Coolrobes.Init();
//Companion Items/CompanionAI
Claycord.Init();
Blastcore.Init();
ClayCordStatue.ClayBuildPrefab();
GunSoulBox.Init();
GunSoulBlue.BlueBuildPrefab();
GunSoulGreen.GreenBuildPrefab();
GunSoulRed.RedBuildPrefab();
GunSoulYellow.YellowBuildPrefab();
GunSoulPink.PinkBuildPrefab();
GunSoulPurple.PurpleBuildPrefab();
PointZero.Init();
BabyGoodModular.Init();
//Guon Stones
GuonPebble.Init();
ChaosGuonStone.Init();
BulluonStone.Init();
DynamiteGuon.Init();
GuonGeon.Init();
//Ammolets
LunarGlassAmmolet.Init();
ReaverAmmolet.Init();
//TableTechs
TableTechReload.Init();
TableTechBomb.Init();
TableTechSoul.Init();
TableTechKnife.Init();
//OP???
BunnysFoot.Init();
//Random Weird Shit that just kinda exists
GungeonInvestment.Init();
BrokenLockpicker.Init();
Dejammer.Init();
Keylocator.Init();
Keyceipt.Init();
FrequentFlyer.Init();
//Vengeance.Init();
TestItemBNY.Init();
DragunHeartThing.Init();
MasteryReplacementRNG.InitDungeonHook();
SynergyFormInitialiser.AddSynergyForms();
InitialiseSynergies.DoInitialisation();
BunnyModule.Log(BunnyModule.MOD_NAME + " v" + BunnyModule.VERSION + " started successfully.", BunnyModule.TEXT_COLOR);
}
public static void LateStart1(Action<Foyer> orig, Foyer self1)
{
orig(self1);
bool flag = BunnyModule.hasInitialized;
if (!flag)
{
ArtifactMonger.Add();
WhisperShrine.Add();
DeicideShrine.Add();
{
ShrineFactory.PlaceBnyBreachShrines();
}
BunnyModule.hasInitialized = true;
}
ShrineFactory.PlaceBnyBreachShrines();
}
// Token: 0x0600001C RID: 28 RVA: 0x00002944 File Offset: 0x00000B44
public static void Log(string text, string color = "#FFFFFF")
{
ETGModConsole.Log(string.Concat(new string[]
{
"<color=",
color,
">",
text,
"</color>"
}), false);
}
public static string LocalShaderNameGetHook(Func<PlayerController, string> orig, PlayerController self)
{
if (!GameOptions.SupportsStencil)
{
return "Brave/PlayerShaderNoStencil";
}
if (self.name == "PlayerModular(Clone)")
{
Material mat = new Material(EnemyDatabase.GetOrLoadByName("GunNut").sprite.renderer.material);
mat.SetTexture("_MainTexture", self.sprite.renderer.material.GetTexture("_MainTex"));
mat.SetColor("_EmissiveColor", new Color32(67, 225, 240, 255));
mat.SetFloat("_EmissiveColorPower", 1.55f);
mat.SetFloat("_EmissivePower", 80);
self.sprite.renderer.material = mat;
return mat.shader.name;
}
return orig(self);
}
// Token: 0x0600001D RID: 29 RVA: 0x00002979 File Offset: 0x00000B79
public override void Exit()
{
}
// Token: 0x0600001E RID: 30 RVA: 0x0000297C File Offset: 0x00000B7C
public override void Init()
{
}
// Token: 0x04000001 RID: 1
public static readonly string MOD_NAME = "Some Bunnys Content Mod";
// Token: 0x04000002 RID: 2
public static readonly string VERSION = "1.14.1";
// Token: 0x04000003 RID: 3
public static readonly string TEXT_COLOR = "#316316";
private static bool hasInitialized;
}
}