Decompiled source of ReloadingStickGuns v1.0.0

Mods/StickGunReload.dll

Decompiled 2 weeks ago
using System;
using System.Collections;
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 HarmonyLib;
using Il2Cpp;
using MelonLoader;
using MelonLoader.Preferences;
using Microsoft.CodeAnalysis;
using StickGunReload;
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), "StickGunReload", "1.0.0", "MajedCT", null)]
[assembly: MelonGame("Kubunautilus", "BrutalistickVR")]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("StickGunReload")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("StickGunReload")]
[assembly: AssemblyTitle("StickGunReload")]
[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 StickGunReload
{
	public class Core : MelonMod
	{
		[HarmonyPatch(typeof(StickRifleManager), "FixedUpdate")]
		internal class StickRifleManagerPatch
		{
			public static void Postfix(StickRifleManager __instance)
			{
				if (infiniteAmmo.Value)
				{
					if (((StickGunManager)__instance).currentAmmo != 999)
					{
						((StickGunManager)__instance).currentAmmo = 999;
					}
				}
				else if (((StickGunManager)__instance).currentAmmo <= 0 && !reloading.Contains((StickGunManager)(object)__instance))
				{
					reloading.Add((StickGunManager)(object)__instance);
					GameObject txt = CreateLargeReloadText(((Component)__instance).transform);
					MelonCoroutines.Start(ReloadLarge(__instance, txt));
				}
			}
		}

		[HarmonyPatch(typeof(StickGunManager), "FixedUpdate")]
		internal class StickGunManagerPatch
		{
			public static void Postfix(StickGunManager __instance)
			{
				if (infiniteAmmo.Value)
				{
					if (__instance.currentAmmo != 999)
					{
						__instance.currentAmmo = 999;
					}
				}
				else if (__instance.currentAmmo <= 0 && !reloading.Contains(__instance))
				{
					reloading.Add(__instance);
					GameObject txt = CreateReloadText(((Component)__instance).transform);
					MelonCoroutines.Start(ReloadSmall(__instance, txt));
				}
			}
		}

		[CompilerGenerated]
		private sealed class <ReloadLarge>d__12 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public StickRifleManager gun;

			public GameObject txt;

			private int <min>5__1;

			private int <max>5__2;

			private int <ammo>5__3;

			object IEnumerator<object>.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			object IEnumerator.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			[DebuggerHidden]
			public <ReloadLarge>d__12(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_002c: Unknown result type (might be due to invalid IL or missing references)
				//IL_0036: Expected O, but got Unknown
				//IL_008e: Unknown result type (might be due to invalid IL or missing references)
				//IL_00a5: Unknown result type (might be due to invalid IL or missing references)
				//IL_005b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0071: Unknown result type (might be due to invalid IL or missing references)
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					<>2__current = (object)new WaitForSeconds((float)reloadTimer.Value);
					<>1__state = 1;
					return true;
				case 1:
					<>1__state = -1;
					if (forceAmount.Value)
					{
						<min>5__1 = (int)amountToForce.Value.x;
						<max>5__2 = (int)amountToForce.Value.y + 1;
					}
					else
					{
						<min>5__1 = (int)((StickGunManager)gun).playerRemainingAmmoRange.x;
						<max>5__2 = (int)((StickGunManager)gun).playerRemainingAmmoRange.y + 1;
					}
					<ammo>5__3 = Random.Range(<min>5__1, <max>5__2);
					((StickGunManager)gun).currentAmmo = <ammo>5__3;
					reloading.Remove((StickGunManager)(object)gun);
					Object.Destroy((Object)(object)txt);
					return false;
				}
			}

			bool IEnumerator.MoveNext()
			{
				//ILSpy generated this explicit interface implementation from .override directive in MoveNext
				return this.MoveNext();
			}

			[DebuggerHidden]
			void IEnumerator.Reset()
			{
				throw new NotSupportedException();
			}
		}

		[CompilerGenerated]
		private sealed class <ReloadSmall>d__11 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public StickGunManager gun;

			public GameObject txt;

			private int <min>5__1;

			private int <max>5__2;

			private int <ammo>5__3;

			object IEnumerator<object>.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			object IEnumerator.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			[DebuggerHidden]
			public <ReloadSmall>d__11(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_002c: Unknown result type (might be due to invalid IL or missing references)
				//IL_0036: Expected O, but got Unknown
				//IL_008e: Unknown result type (might be due to invalid IL or missing references)
				//IL_00a5: Unknown result type (might be due to invalid IL or missing references)
				//IL_005b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0071: Unknown result type (might be due to invalid IL or missing references)
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					<>2__current = (object)new WaitForSeconds((float)reloadTimer.Value);
					<>1__state = 1;
					return true;
				case 1:
					<>1__state = -1;
					if (forceAmount.Value)
					{
						<min>5__1 = (int)amountToForce.Value.x;
						<max>5__2 = (int)amountToForce.Value.y + 1;
					}
					else
					{
						<min>5__1 = (int)gun.playerRemainingAmmoRange.x;
						<max>5__2 = (int)gun.playerRemainingAmmoRange.y + 1;
					}
					<ammo>5__3 = Random.Range(<min>5__1, <max>5__2);
					gun.currentAmmo = <ammo>5__3;
					reloading.Remove(gun);
					Object.Destroy((Object)(object)txt);
					return false;
				}
			}

			bool IEnumerator.MoveNext()
			{
				//ILSpy generated this explicit interface implementation from .override directive in MoveNext
				return this.MoveNext();
			}

			[DebuggerHidden]
			void IEnumerator.Reset()
			{
				throw new NotSupportedException();
			}
		}

		public static MelonPreferences_Category category;

		public static MelonPreferences_Entry<bool> infiniteAmmo;

		public static MelonPreferences_Entry<bool> forceAmount;

		public static MelonPreferences_Entry<Vector2> amountToForce;

		public static MelonPreferences_Entry<int> reloadTimer;

		public static MelonPreferences_Entry<string> reloadText;

		public static MelonPreferences_Entry<Color> textColor;

		public static HashSet<StickGunManager> reloading = new HashSet<StickGunManager>();

		public override void OnInitializeMelon()
		{
			//IL_0077: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e4: Unknown result type (might be due to invalid IL or missing references)
			((MelonBase)this).LoggerInstance.Msg("Initialized.");
			category = MelonPreferences.CreateCategory("StickGunReload");
			infiniteAmmo = category.CreateEntry<bool>("InfiniteAmmo", false, "Infinite Ammo", (string)null, false, false, (ValueValidator)null, (string)null);
			forceAmount = category.CreateEntry<bool>("ForceAmount", false, "Force Amount", "Whether to force a specific amount of ammo or use the game's random range", false, false, (ValueValidator)null, (string)null);
			amountToForce = category.CreateEntry<Vector2>("AmountToForce", new Vector2(6f, 9f), "Amount To Force", "The range of ammo to force when Force Amount is enabled (set to same number so its always that number)", false, false, (ValueValidator)null, (string)null);
			reloadTimer = category.CreateEntry<int>("ReloadTimer", 3, "Reload Timer", (string)null, false, false, (ValueValidator)null, (string)null);
			reloadText = category.CreateEntry<string>("Reload Text", "RELOADING", "Reload Text", "The text displayed when reloading", false, false, (ValueValidator)null, (string)null);
			textColor = category.CreateEntry<Color>("Text Color", Color.red, "Text Color", "The color of the text, [R, G, B, A] (A being transparency]", false, false, (ValueValidator)null, (string)null);
			category.SaveToFile(true);
		}

		private static GameObject CreateReloadText(Transform parent)
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			//IL_000c: Expected O, but got Unknown
			//IL_002e: 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_0069: Unknown result type (might be due to invalid IL or missing references)
			GameObject val = new GameObject("ReloadingText");
			val.transform.SetParent(parent);
			val.transform.localPosition = new Vector3(0f, 0.2f, 0f);
			val.transform.localRotation = Quaternion.identity;
			TextMesh val2 = val.AddComponent<TextMesh>();
			val2.text = reloadText.Value;
			val2.color = textColor.Value;
			val2.characterSize = 0.02f;
			val2.fontSize = 24;
			val2.alignment = (TextAlignment)1;
			val2.anchor = (TextAnchor)4;
			return val;
		}

		private static GameObject CreateLargeReloadText(Transform parent)
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			//IL_000c: Expected O, but got Unknown
			//IL_002e: Unknown result type (might be due to invalid IL or missing references)
			//IL_004e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0078: Unknown result type (might be due to invalid IL or missing references)
			GameObject val = new GameObject("ReloadingText");
			val.transform.SetParent(parent);
			val.transform.localPosition = new Vector3(0f, 0f, 0.2f);
			val.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
			TextMesh val2 = val.AddComponent<TextMesh>();
			val2.text = reloadText.Value;
			val2.color = textColor.Value;
			val2.characterSize = 0.02f;
			val2.fontSize = 24;
			val2.alignment = (TextAlignment)1;
			val2.anchor = (TextAnchor)4;
			return val;
		}

		[IteratorStateMachine(typeof(<ReloadSmall>d__11))]
		private static IEnumerator ReloadSmall(StickGunManager gun, GameObject txt)
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <ReloadSmall>d__11(0)
			{
				gun = gun,
				txt = txt
			};
		}

		[IteratorStateMachine(typeof(<ReloadLarge>d__12))]
		private static IEnumerator ReloadLarge(StickRifleManager gun, GameObject txt)
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <ReloadLarge>d__12(0)
			{
				gun = gun,
				txt = txt
			};
		}
	}
}