using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using HarmonyLib;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("LethalTesting")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("LethalTesting")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("5ef657c5-4648-4348-9c7c-efd93a7928d4")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace NearTheDeath;
[BepInPlugin("ohsjol.NearTheDeath", "Near The Death", "1.0.1")]
[ContentWarningPlugin("Near The Death", "1.0.1", true)]
public class NearTheDeath : BaseUnityPlugin
{
private readonly Harmony _harmony = new Harmony("ohsjol.NearTheDeath");
private void Awake()
{
_harmony.PatchAll();
}
}
[HarmonyPatch(typeof(PlayerController), "Movement")]
public static class PlayerController_Movement_Patch
{
private static readonly FieldInfo playerDataField = AccessTools.Field(typeof(PlayerController), "player");
private static readonly FieldInfo standForceField = AccessTools.Field(typeof(PlayerController), "standForce");
private static void Prefix(PlayerController __instance)
{
//IL_000c: Unknown result type (might be due to invalid IL or missing references)
//IL_0012: Expected O, but got Unknown
Player val = (Player)playerDataField.GetValue(__instance);
PlayerData data = val.data;
float health = data.health;
float movementSlowFactor = data.movementSlowFactor;
float movementSlowFactor2 = CalculateMovementSlowFactor(health, movementSlowFactor);
float num = CalculateForce(health);
data.movementSlowFactor = movementSlowFactor2;
standForceField.SetValue(__instance, num);
}
private static float CalculateMovementSlowFactor(float health, float movementSlowFactor)
{
if (health >= 80f)
{
return 1f;
}
if (health >= 60f)
{
return 0.9f;
}
if (health >= 40f)
{
return 0.8f;
}
if (health >= 25f)
{
return 0.6f;
}
return 0.5f;
}
private static float CalculateForce(float health)
{
if (health >= 80f)
{
return 25f;
}
if (health >= 60f)
{
return 20f;
}
if (health >= 40f)
{
return 10f;
}
if (health >= 25f)
{
return 5f;
}
return 0.5f;
}
}