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 BoplFixedMath;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;
[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("FrictonlessArrows")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("My first plugin")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("FrictonlessArrows")]
[assembly: AssemblyTitle("FrictonlessArrows")]
[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;
}
}
}
namespace MyFirstBoplPlugin
{
public static class PluginInfo
{
public const string PLUGIN_GUID = "FrictonlessArrows";
public const string PLUGIN_NAME = "FrictonlessArrows";
public const string PLUGIN_VERSION = "1.0.0";
}
}
namespace FrictonlessArrows
{
[BepInPlugin("com.Melon.FrictonlessArrows", "FrictonlessArrows", "1.0.0")]
public class Plugin : BaseUnityPlugin
{
private void Awake()
{
//IL_0006: Unknown result type (might be due to invalid IL or missing references)
//IL_000c: Expected O, but got Unknown
//IL_003d: Unknown result type (might be due to invalid IL or missing references)
//IL_004b: Expected O, but got Unknown
//IL_007d: Unknown result type (might be due to invalid IL or missing references)
//IL_008b: Expected O, but got Unknown
Harmony val = new Harmony("com.Melon.FrictonlessArrows");
MethodInfo methodInfo = AccessTools.Method(typeof(BowTransform), "Shoot", (Type[])null, (Type[])null);
MethodInfo methodInfo2 = AccessTools.Method(typeof(myPatches), "Shoot_bowtrans_myplug", (Type[])null, (Type[])null);
val.Patch((MethodBase)methodInfo, new HarmonyMethod(methodInfo2), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null);
methodInfo = AccessTools.Method(typeof(BowTransform), "Awake", (Type[])null, (Type[])null);
methodInfo2 = AccessTools.Method(typeof(myPatches), "Awake_bowtrans_myplug", (Type[])null, (Type[])null);
val.Patch((MethodBase)methodInfo, new HarmonyMethod(methodInfo2), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null);
}
}
public class myPatches
{
public static bool Shoot_bowtrans_myplug(Vec2 dir, BowTransform __instance, ref Fix ___ArrowSpeed, ref PlayerBody ___body, ref RingBuffer<BoplBody> ___Arrows, ref BoplBody ___Arrow, ref bool ___hasFired, ref Vec2 ___FirepointOffset, ref Fix ___TimeBeforeArrowsHurtOwner, ref int ___loadingFrame, ref PlayerInfo ___playerInfo, ref int ___maxNumberOfArrows)
{
//IL_0003: Unknown result type (might be due to invalid IL or missing references)
//IL_000a: Unknown result type (might be due to invalid IL or missing references)
//IL_0011: Unknown result type (might be due to invalid IL or missing references)
//IL_0016: Unknown result type (might be due to invalid IL or missing references)
//IL_001b: Unknown result type (might be due to invalid IL or missing references)
//IL_0022: Unknown result type (might be due to invalid IL or missing references)
//IL_0029: Unknown result type (might be due to invalid IL or missing references)
//IL_002e: Unknown result type (might be due to invalid IL or missing references)
//IL_0033: Unknown result type (might be due to invalid IL or missing references)
//IL_0038: Unknown result type (might be due to invalid IL or missing references)
//IL_003c: Unknown result type (might be due to invalid IL or missing references)
//IL_003f: Unknown result type (might be due to invalid IL or missing references)
//IL_004d: Unknown result type (might be due to invalid IL or missing references)
//IL_0052: Unknown result type (might be due to invalid IL or missing references)
//IL_005f: Unknown result type (might be due to invalid IL or missing references)
//IL_009e: Unknown result type (might be due to invalid IL or missing references)
//IL_00a3: Unknown result type (might be due to invalid IL or missing references)
//IL_00a9: Unknown result type (might be due to invalid IL or missing references)
//IL_00ab: Unknown result type (might be due to invalid IL or missing references)
//IL_00b0: Unknown result type (might be due to invalid IL or missing references)
//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
//IL_00bc: Unknown result type (might be due to invalid IL or missing references)
//IL_00c1: Unknown result type (might be due to invalid IL or missing references)
//IL_00ce: Unknown result type (might be due to invalid IL or missing references)
Vec2 val = ___body.position + ___FirepointOffset.x * ___body.right + ___FirepointOffset.y * ___body.up;
BoplBody val2 = FixTransform.InstantiateFixed<BoplBody>(___Arrow, val, ___body.rotation);
val2.gravityScale = (Fix)0L;
val2.Scale = ___body.fixtrans.Scale;
___Arrows.Add(val2);
((Component)val2).GetComponent<IPlayerIdHolder>().SetPlayerId(___playerInfo.playerId);
((Renderer)((Component)val2).GetComponent<SpriteRenderer>()).material = ___playerInfo.playerMaterial;
___ArrowSpeed = (Fix)30L;
val2.StartVelocity = dir * ___ArrowSpeed + ___body.selfImposedVelocity;
((Component)val2).GetComponent<Projectile>().DelayedEnableHurtOwner(___TimeBeforeArrowsHurtOwner);
___hasFired = true;
return false;
}
public static bool Awake_bowtrans_myplug(BowTransform __instance, ref int ___maxNumberOfArrows)
{
___maxNumberOfArrows = 5000;
return true;
}
}
}