using System;
using System.Diagnostics;
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 Microsoft.CodeAnalysis;
using Reptile;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETFramework,Version=v4.6.2", FrameworkDisplayName = ".NET Framework 4.6.2")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: AssemblyCompany("BRC_PostGameCharacters")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyDescription("Allows you to access characters at the Cypher that normally can't be unlocked in post game.")]
[assembly: AssemblyFileVersion("1.0.5.0")]
[assembly: AssemblyInformationalVersion("1.0.5+159e665a309743d133c1e74d9f7bc32b39aa6ab5")]
[assembly: AssemblyProduct("BRC_PostGameCharacters")]
[assembly: AssemblyTitle("BRC_PostGameCharacters")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.5.0")]
[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;
}
}
}
namespace BRC_PostGameCharacters
{
[BepInPlugin("BRC_PostGameCharacters", "BRC_PostGameCharacters", "1.0.5")]
[BepInProcess("Bomb Rush Cyberfunk.exe")]
public class Plugin : BaseUnityPlugin
{
public static ConfigEntry<bool> BoostpacklessFaux;
public void Awake()
{
//IL_0025: Unknown result type (might be due to invalid IL or missing references)
BoostpacklessFaux = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Boostpackless Faux", false, "Adds boostpackless Faux to the Cypher.");
new Harmony("BRC_PostGameCharacters").PatchAll();
}
}
[HarmonyPatch(typeof(CharacterSelect))]
public class CharacterSelectPatch
{
[HarmonyPostfix]
[HarmonyPatch("PopulateListOfSelectableCharacters")]
public static void PopulateListOfSelectableCharacters_Postfix(CharacterSelect __instance, Player player)
{
//IL_0000: Unknown result type (might be due to invalid IL or missing references)
//IL_0005: Unknown result type (might be due to invalid IL or missing references)
//IL_000b: Invalid comparison between Unknown and I4
if ((int)Story.GetCurrentObjectiveInfo().chapter == 6)
{
if (IsValid((Characters)12, __instance, player))
{
__instance.selectableCharacters.Add((Characters)12);
}
if (IsValid((Characters)25, __instance, player))
{
__instance.selectableCharacters.Add((Characters)25);
}
if (IsValid((Characters)24, __instance, player))
{
__instance.selectableCharacters.Add((Characters)24);
}
if (Plugin.BoostpacklessFaux.Value && IsValid((Characters)23, __instance, player))
{
__instance.selectableCharacters.Add((Characters)23);
}
__instance.Shuffle(__instance.selectableCharacters);
}
}
public static bool IsValid(Characters character, CharacterSelect __instance, Player player)
{
//IL_0006: Unknown result type (might be due to invalid IL or missing references)
//IL_000f: Unknown result type (might be due to invalid IL or missing references)
//IL_0014: Unknown result type (might be due to invalid IL or missing references)
if (!__instance.selectableCharacters.Contains(character))
{
return player.character != character;
}
return false;
}
}
public static class PluginInfo
{
public const string PLUGIN_GUID = "BRC_PostGameCharacters";
public const string PLUGIN_NAME = "BRC_PostGameCharacters";
public const string PLUGIN_VERSION = "1.0.5";
}
}
namespace System.Runtime.CompilerServices
{
[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
internal sealed class IgnoresAccessChecksToAttribute : Attribute
{
public IgnoresAccessChecksToAttribute(string assemblyName)
{
}
}
}