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 Microsoft.CodeAnalysis;
using Reptile;
using UnityEngine;
using UnityEngine.SceneManagement;
[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 = "")]
[assembly: AssemblyCompany("WoodzGravity")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("Movement tweaks for Bomb Rush Cyberfunk")]
[assembly: AssemblyFileVersion("0.2.0.0")]
[assembly: AssemblyInformationalVersion("0.2.0")]
[assembly: AssemblyProduct("WoodzGravity")]
[assembly: AssemblyTitle("WoodzGravity")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.2.0.0")]
[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;
}
}
}
namespace woodzgravity
{
[BepInPlugin("info.mariobluegloves.woodzgravity2", "Gravity Mod", "0.2.0")]
[BepInProcess("Bomb Rush Cyberfunk.exe")]
public class ToggleGravityPlugin : BaseUnityPlugin
{
private bool sprintToggled = false;
public float G;
public float G2;
public float S;
public bool runSpeed;
public bool grav;
private bool sceneLoaded = false;
public ConfigEntry<bool> enableRunCfg;
public ConfigEntry<float> runSpeedCfg;
public ConfigEntry<bool> enableRunStickCfg;
public ConfigEntry<bool> enableRunToggleCfg;
public ConfigEntry<bool> enableGravCfg;
public ConfigEntry<float> gravityUpCfg;
public ConfigEntry<float> gravityDownCfg;
private void Awake()
{
enableRunCfg = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EnableRun", true, "Enable run speed tweak");
runSpeedCfg = ((BaseUnityPlugin)this).Config.Bind<float>("General", "RunSpeed", 13.5f, "Run speed modifier (0 is vanilla)");
enableGravCfg = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EnableGravity", true, "Enable rigidbody gravity. I also recommend setting your MovementPlus Max Fall Speed (not fastfall speed, the one in misc settings) to 66.667");
gravityUpCfg = ((BaseUnityPlugin)this).Config.Bind<float>("General", "UpGravity", 9.8f, "Rigidbody up gravity (14.5 is vanilla)");
gravityDownCfg = ((BaseUnityPlugin)this).Config.Bind<float>("General", "DownGravity", 14.5f, "Rigidbody down (falling) gravity (14.5 is vanilla)");
ApplyRunSpeedCfg(runSpeedCfg.Value);
ApplyEnableGravCfg(gravityUpCfg.Value);
ApplyEnableGrav2Cfg(gravityDownCfg.Value);
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void ApplyRunSpeedCfg(float speed)
{
S = speed;
}
private void ApplyEnableGravCfg(float grav)
{
G = grav;
}
private void ApplyEnableGrav2Cfg(float grav2)
{
G2 = grav2;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
sceneLoaded = true;
}
private void Update()
{
if (!sceneLoaded)
{
return;
}
GameObject val = GameObject.Find("Player_HUMAN0");
if (!((Object)(object)val != (Object)null))
{
return;
}
Rigidbody component = val.GetComponent<Rigidbody>();
MovementMotor component2 = val.GetComponent<MovementMotor>();
Player component3 = val.GetComponent<Player>();
if ((Object)(object)component != (Object)null && enableGravCfg.Value)
{
if (component3.IsGrounded())
{
component.useGravity = false;
}
else
{
component.useGravity = true;
}
}
if ((Object)(object)component2 != (Object)null && enableGravCfg.Value)
{
component2.gravity = G2;
component2.gravityUp = G;
}
if ((Object)(object)component3 != (Object)null && enableRunCfg.Value)
{
component3.runSpeedModifier = S;
}
}
}
[BepInPlugin("info.mariobluegloves.woodzgravity", "Gravity Mod", "0.2.0")]
[BepInProcess("Bomb Rush Cyberfunk.exe")]
public class WoodzMovement : BaseUnityPlugin
{
private void Awake()
{
((BaseUnityPlugin)this).Logger.LogInfo((object)"Move Faster, Pokey!");
}
}
}