Add project files.

This commit was merged in pull request #1.
This commit is contained in:
sonak
2026-01-25 02:37:37 +01:00
committed by Thy Sona
parent 73ea024844
commit c71f66e53b
4 changed files with 699 additions and 0 deletions

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Advanced Dev Tools.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.14.36915.13 d17.14
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Advanced Dev Tools", "Advanced Dev Tools\Advanced Dev Tools.csproj", "{FD5D2AF5-7D70-4038-A744-20164DBDE87D}"
EndProject
Global
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Release|Any CPU = Release|Any CPU
EndGlobalSection
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{FD5D2AF5-7D70-4038-A744-20164DBDE87D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{FD5D2AF5-7D70-4038-A744-20164DBDE87D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{FD5D2AF5-7D70-4038-A744-20164DBDE87D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{FD5D2AF5-7D70-4038-A744-20164DBDE87D}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
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EndGlobalSection
EndGlobal

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<HintPath>C:\Users\sonak\Documents\Meta Horizon Link\Software\stress-level-zero-inc-bonelab\MelonLoader\Il2CppAssemblies\UnityEngine.UIElementsModule.dll</HintPath>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
<EnableDefaultCompileItems>false</EnableDefaultCompileItems>
</PropertyGroup>
<ItemGroup>
<Compile Include="Core.cs" />
<Compile Include="Patches.cs" />
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="COPY &quot;$(TargetPath)&quot; &quot;C:\Users\sonak\Documents\Meta Horizon Link\Software\stress-level-zero-inc-bonelab\Mods&quot;" />
</Target>
</Project>

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@@ -0,0 +1,55 @@
using Il2CppSLZ.Bonelab;
using Il2CppSLZ.Marrow.Warehouse;
using MelonLoader;
[assembly: MelonInfo(typeof(Advanced_Dev_Tools.Core), "Advanced Dev Tools", "1.0.0", "sonakrie", null)]
[assembly: MelonGame("Stress Level Zero", "BONELAB")]
namespace Advanced_Dev_Tools
{
public class Core : MelonMod
{
internal static HarmonyLib.Harmony Harmony;
internal static CheatTool plrCM;
public static CheatTool currentins;
public static bool _hasFusion = false;
public override void OnInitializeMelon()
{
Harmony = HarmonyInstance;
if (CheckIfAssemblyLoaded("LabFusion")) _hasFusion = true;
Patches.Patch();
}
public static void SetCheatMenuItems()
{
// set up cheat menu items
plrCM = currentins;
List<SpawnableCrateReference> newCrateList = new List<SpawnableCrateReference>();
// add AUG to dev tools list
newCrateList.Add(new SpawnableCrateReference
{
_barcode = new Barcode() { ID = "Doctor.AdvancedUtilityGun.Spawnable.AUG1" }
});
plrCM.crates = newCrateList.ToArray();
}
public static bool CheckIfAssemblyLoaded(string name) // funky code to check if an assembly is loaded i have no idea why harmony doesnt have this built in i really dont know i guess im just bad at coding also hi sonakrie here this is a message to you remember to drink water or a tea every once in a while ok bye
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
for (int i = 0; i < assemblies.Length; i++)
{
string asmName = assemblies[i].GetName().Name;
if (asmName.ToLower() == name.ToLower())
{
return true;
}
}
return false;
}
}
}

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@@ -0,0 +1,78 @@
using HarmonyLib;
using Il2CppSLZ.Bonelab;
using Il2CppSLZ.Marrow.Data;
using Il2CppSLZ.Marrow.Warehouse;
using LabFusion.RPC;
using LabFusion.Scene;
using MelonLoader;
namespace Advanced_Dev_Tools
{
[HarmonyPatch(typeof(CheatTool), nameof(CheatTool.Start))]
public static class CheatTool_Start_Patch
{
static void Postfix(CheatTool __instance)
{
Core.currentins = __instance;
}
}
public class Patches
{
public static void Patch()
{
var orig = typeof(PopUpMenuView).GetMethod(nameof(PopUpMenuView.AddDevMenu), AccessTools.all);
var prefix = new HarmonyMethod(typeof(Patches).GetMethod("Prefix", AccessTools.all));
Core.Harmony.Patch(orig, prefix);
}
public static void Prefix(
PopUpMenuView __instance,
ref Il2CppSystem.Action spawnDelegate
)
{
// make sure we have a cheat menu instance
if (Core.currentins == null)
return;
// set cheat menu items
Core.SetCheatMenuItems();
var originalDelegate = Il2CppSystem.Action.Combine(spawnDelegate).TryCast<Il2CppSystem.Action>();
spawnDelegate = (Il2CppSystem.Action)(() => OnSpawnDelegate(__instance, originalDelegate));
}
public static void OnSpawnDelegate(PopUpMenuView menu, Il2CppSystem.Action originalDelegate)
{
// no server then normal spawn
if (!NetworkSceneManager.IsLevelNetworked)
{
originalDelegate?.Invoke();
return;
}
var transform = menu.radialPageView.transform;
var gameList = new List<string>();
foreach (var item in Core.currentins.crates)
gameList.Add(item.Barcode.ID);
SpawnableCrateReference crateRef = new("Doctor.AdvancedUtilityGun.Spawnable.AUG1");
if (!crateRef.IsValid()) return;
var spawnable = new Spawnable() { crateRef = crateRef };
var spawnableFusionInfo = new NetworkAssetSpawner.SpawnRequestInfo()
{
Spawnable = spawnable,
Position = transform.position,
Rotation = transform.rotation,
};
NetworkAssetSpawner.Spawn(spawnableFusionInfo);
}
}
}