using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Resources;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using HardcoreHealth;
using HarmonyLib;
using Il2Cpp;
using Il2CppActiveRagdoll;
using MelonLoader;
using MelonLoader.Preferences;
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: MelonInfo(typeof(Core), "HardcoreHealth", "1.0.0", "MajedCT", null)]
[assembly: MelonGame("Kubunautilus", "BrutalistickVR")]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("HardcoreHealth")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("HardcoreHealth")]
[assembly: AssemblyTitle("HardcoreHealth")]
[assembly: NeutralResourcesLanguage("en-US")]
[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 HardcoreHealth
{
public class Core : MelonMod
{
[HarmonyPatch(typeof(StickHealth), "FixedUpdate")]
internal class KillPatch
{
public static void Postfix(StickHealth __instance)
{
if (shouldKillsStopBleeding.Value)
{
bool isDead = __instance.isDead;
wasDead.TryGetValue(__instance, out var value);
if (isDead && !value)
{
isBleeding = false;
bleedTimer = 0f;
bleedIncrement = 0;
}
wasDead[__instance] = isDead;
}
}
}
[HarmonyPatch(typeof(PlayerDamageBridge), "HitByBullet")]
internal class HitPatch
{
public static void Prefix(PlayerDamageBridge __instance, ref Vector3 worldPoint, ref Vector3 hitNormal, ref float damage)
{
//IL_0002: Unknown result type (might be due to invalid IL or missing references)
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
luhNormalThing = hitNormal;
damage = damageTakenFromShots.Value;
if (__instance.dmgMultiplier >= 2f && shouldHeadshotInstakill.Value)
{
damage *= 6769420f;
}
else if (bleeding.Value)
{
AssignBleed(__instance);
isBleeding = true;
}
}
}
public static Transform bleedPos;
public static Vector3 luhNormalThing;
public static bool isMainMenu = true;
public static bool isBleeding = false;
public static int bleedIncrement = 0;
public static PlayerDamageBridge playerD;
public static float bleedTimer = 0f;
public static MelonPreferences_Category category;
public static MelonPreferences_Entry<float> damageTakenFromShots;
public static MelonPreferences_Entry<float> damageTakenFromBleeds;
public static MelonPreferences_Entry<bool> shouldHeadshotInstakill;
public static MelonPreferences_Entry<bool> bleeding;
public static MelonPreferences_Entry<int> bleedAmount;
public static MelonPreferences_Entry<float> timeBetweenBleeds;
public static MelonPreferences_Entry<bool> shouldKillsStopBleeding;
public static Dictionary<StickHealth, bool> wasDead = new Dictionary<StickHealth, bool>();
public override void OnInitializeMelon()
{
((MelonBase)this).LoggerInstance.Msg("Initialized.");
category = MelonPreferences.CreateCategory("HardcoreHealth");
damageTakenFromShots = category.CreateEntry<float>("damageTakenFromShots", 30f, "damageTakenFromShots", "amount of damage taken from gunshots, default value is 30", false, false, (ValueValidator)null, (string)null);
damageTakenFromBleeds = category.CreateEntry<float>("damageTakenFromBleeds", 30f, "damageTakenFromBleeds", "amount of damage taken from bleeding, default value is 30", false, false, (ValueValidator)null, (string)null);
shouldHeadshotInstakill = category.CreateEntry<bool>("shouldHeadshotInstaKill", true, "shouldHeadshotInstaKill", "should being shot in the head insta-kill you, default value is true", false, false, (ValueValidator)null, (string)null);
bleeding = category.CreateEntry<bool>("bleeding", true, "bleeding", "should you bleed when shot in the body, default value is true", false, false, (ValueValidator)null, (string)null);
bleedAmount = category.CreateEntry<int>("bleedAmount", 3, "bleedAmount", "amount of times to bleed before stopping, default value is 3", false, false, (ValueValidator)null, (string)null);
timeBetweenBleeds = category.CreateEntry<float>("timeBetweenBleeds", 3f, "timeBetweenBleeds", "amount of seconds between each time you take bleeding damage, default is value 3", false, false, (ValueValidator)null, (string)null);
shouldKillsStopBleeding = category.CreateEntry<bool>("shouldKillsStopBleeding", true, "shouldKillsStopBleeding", "should getting a kill stop your bleeding, default value is true", false, false, (ValueValidator)null, (string)null);
category.SaveToFile(true);
}
public override void OnSceneWasLoaded(int buildIndex, string sceneName)
{
if (sceneName == "MainMenuScene")
{
isMainMenu = true;
}
else if (sceneName != "MainMenuScene")
{
isMainMenu = false;
}
}
public static void AssignBleed(PlayerDamageBridge player)
{
if ((Object)(object)playerD != (Object)(object)player)
{
playerD = player;
}
}
public override void OnUpdate()
{
//IL_00bf: Unknown result type (might be due to invalid IL or missing references)
//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
if (isMainMenu || !((Object)(object)playerD != (Object)null))
{
return;
}
bleedPos = ((Component)playerD).transform;
if (isBleeding)
{
if (bleedIncrement < bleedAmount.Value)
{
bleedTimer += Time.deltaTime;
}
else if (bleedIncrement >= bleedAmount.Value)
{
bleedTimer = 0f;
bleedIncrement = 0;
isBleeding = false;
}
if (bleedTimer >= timeBetweenBleeds.Value)
{
playerD.HitByBullet(bleedPos.position, luhNormalThing, damageTakenFromBleeds.Value);
bleedTimer = 0f;
bleedIncrement++;
}
}
}
}
}