using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Bootstrap;
using HarmonyLib;
using MoveClasses;
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: AssemblyTitle("ForceMod")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("ForceMod")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("b93d2d9b-4a03-4ce2-af75-9223be2ee4e8")]
[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")]
[BepInPlugin("com.yourname.ForceMod", "Force Mod", "1.2.0")]
public class ForceMod : BaseUnityPlugin
{
public static ForceMod Instance { get; private set; }
private void Awake()
{
((Object)Chainloader.ManagerObject).hideFlags = (HideFlags)61;
Instance = this;
Harmony.CreateAndPatchAll(typeof(ForceMod), (string)null);
((BaseUnityPlugin)this).Logger.LogInfo((object)"AWAKE: Hooking into SceneManager.sceneLoaded");
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
((BaseUnityPlugin)this).Logger.LogInfo((object)("SCENE LOADED: " + ((Scene)(ref scene)).name));
((MonoBehaviour)this).StartCoroutine(DelayedSetup());
}
public IEnumerator DelayedSetup()
{
yield return (object)new WaitForSecondsRealtime(3f);
Hand[] hands = Object.FindObjectsOfType<Hand>();
if (hands == null)
{
yield break;
}
Hand[] array = hands;
foreach (Hand hand in array)
{
GameObject go = ((Component)((Component)hand).transform.parent).gameObject;
if ((Object)(object)go.GetComponent<ForceTransmitter>() == (Object)null)
{
((BaseUnityPlugin)this).Logger.LogInfo((object)("Hand found " + ((Object)((Component)hand).gameObject).name));
go.AddComponent<ForceTransmitter>();
}
}
}
}
public class ForceTransmitter : MonoBehaviour
{
private BluntTransmitter bluntTransmitter;
private Hand hand;
private PlayerHealth playerHealth;
private List<HandState> stateHistory = new List<HandState>();
private bool canUseForce = true;
private readonly float forceCooldown = 15f;
private void Start()
{
bluntTransmitter = ((Component)this).GetComponent<BluntTransmitter>();
hand = ((Component)this).GetComponentInChildren<Hand>();
playerHealth = ((Component)this).GetComponentInParent<PlayerHealth>();
if ((Object)(object)hand != (Object)null && (Object)(object)playerHealth != (Object)null && !((Object)((Component)this).gameObject).name.ToLower().Contains("elbow"))
{
((MonoBehaviour)this).StartCoroutine(ForceLoop());
}
}
private IEnumerator ForceLoop()
{
yield return (object)new WaitForEndOfFrame();
HandState previousState = hand.handState;
while ((Object)(object)playerHealth != (Object)null)
{
HandState currentState = hand.handState;
if (currentState != previousState)
{
stateHistory.Add(currentState);
if (stateHistory.Count > 8)
{
stateHistory.RemoveAt(0);
}
if (stateHistory.Count == 8 && (int)stateHistory[0] == 2 && (int)stateHistory[1] == 1 && (int)stateHistory[2] == 2 && (int)stateHistory[3] == 1 && (int)stateHistory[4] == 2 && (int)stateHistory[5] == 1 && (int)stateHistory[6] == 2 && (int)stateHistory[7] == 1)
{
ActivateForce(hand);
stateHistory.Clear();
}
previousState = currentState;
}
else
{
stateHistory.Clear();
}
yield return (object)new WaitForSeconds(0.25f);
}
}
private void ActivateForce(Hand hand)
{
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
//IL_000c: 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_0018: Unknown result type (might be due to invalid IL or missing references)
//IL_001d: Unknown result type (might be due to invalid IL or missing references)
//IL_0023: Unknown result type (might be due to invalid IL or missing references)
//IL_0028: Unknown result type (might be due to invalid IL or missing references)
//IL_002d: 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_002f: Unknown result type (might be due to invalid IL or missing references)
//IL_0030: Unknown result type (might be due to invalid IL or missing references)
//IL_0031: Unknown result type (might be due to invalid IL or missing references)
//IL_0037: 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_0041: Unknown result type (might be due to invalid IL or missing references)
//IL_0049: Unknown result type (might be due to invalid IL or missing references)
//IL_004a: Unknown result type (might be due to invalid IL or missing references)
//IL_00c9: Unknown result type (might be due to invalid IL or missing references)
//IL_00d0: Expected O, but got Unknown
//IL_00d9: Unknown result type (might be due to invalid IL or missing references)
Vector3 val = -((Component)this).transform.up;
Vector3 val2 = ((Component)this).transform.position + val * 1.5f;
Vector3 val3 = val2;
Vector3 val4 = val2 + val * 4f;
float num = 1f;
Collider[] array = Physics.OverlapCapsule(val3, val4, num);
if (!canUseForce)
{
return;
}
Collider[] array2 = array;
foreach (Collider val5 in array2)
{
Rigidbody attachedRigidbody = val5.attachedRigidbody;
if (!((Object)(object)attachedRigidbody == (Object)null) && !((Object)(object)((Component)this).GetComponentInParent<PlayerHealth>() == (Object)(object)((Component)val5).gameObject.GetComponentInParent<PlayerHealth>()) && !val5.isTrigger)
{
((MonoBehaviour)this).StartCoroutine(ForceCooldown());
GameObject val6 = new GameObject("ForceTarget");
val6.transform.position = attachedRigidbody.position;
val6.transform.SetParent(((Component)hand).transform, true);
((MonoBehaviour)this).StartCoroutine(ForceGrabbing(attachedRigidbody, val6, 8f));
break;
}
}
}
private IEnumerator ForceGrabbing(Rigidbody victimRb, GameObject forceTarget, float duration)
{
float elapsed = 0f;
PlayerHealth victimHealth = ((Component)victimRb).GetComponentInParent<PlayerHealth>();
Rigidbody[] victimRigidBodies = (Rigidbody[])((!((Object)(object)victimHealth != (Object)null)) ? ((Array)new Rigidbody[1] { victimRb }) : ((Array)((Component)victimHealth).GetComponentsInChildren<Rigidbody>()));
bool throwed = false;
if ((Object)(object)victimHealth != (Object)null && (Object)(object)victimHealth.playerAnimator != (Object)null && victimHealth.playerAnimator.FighterJoints != null)
{
foreach (FighterJoint joint2 in victimHealth.playerAnimator.FighterJoints)
{
JointStrength jointStrength = joint2.jointStrength;
if (jointStrength != null)
{
jointStrength.SetStrengthPercent(20f);
}
}
}
JointDrive val;
if ((Object)(object)victimHealth != (Object)null && (Object)(object)victimHealth.ballHolderjoint != (Object)null)
{
ConfigurableJoint ballHolderjoint = victimHealth.ballHolderjoint;
val = default(JointDrive);
((JointDrive)(ref val)).positionSpring = 20f;
((JointDrive)(ref val)).positionDamper = 20f;
((JointDrive)(ref val)).maximumForce = 20f;
ballHolderjoint.angularXDrive = val;
ConfigurableJoint ballHolderjoint2 = victimHealth.ballHolderjoint;
val = default(JointDrive);
((JointDrive)(ref val)).positionSpring = 20f;
((JointDrive)(ref val)).positionDamper = 20f;
((JointDrive)(ref val)).maximumForce = 20f;
ballHolderjoint2.angularYZDrive = val;
}
Quaternion rotationOffset = Quaternion.Inverse(((Component)this).transform.rotation) * victimRb.rotation;
float angleDeg = default(float);
Vector3 axis = default(Vector3);
while (elapsed < duration && (int)hand.handState > 0)
{
if ((int)hand.handState == 1)
{
Vector3 currentPos2 = victimRb.position;
Vector3 targetPos2 = forceTarget.transform.position;
Vector3 newPos2 = Vector3.Lerp(currentPos2, targetPos2, 0.05f);
Vector3 delta2 = newPos2 - currentPos2;
float invDt2 = 1f / Time.fixedDeltaTime;
Rigidbody[] array = victimRigidBodies;
foreach (Rigidbody rb2 in array)
{
if (!((Object)(object)rb2 == (Object)null))
{
Vector3 desiredV2 = delta2 * invDt2;
Vector3 deltaV2 = desiredV2 - (victimRb.velocity + victimRb.velocity + victimRb.velocity + rb2.velocity) / 4f;
Vector3 impulse2 = deltaV2 * rb2.mass;
if ((Object)(object)rb2 != (Object)(object)victimRb)
{
impulse2 /= 4f;
}
rb2.AddForce(impulse2, (ForceMode)1);
}
}
Quaternion targetRot = ((Component)this).transform.rotation * rotationOffset;
Quaternion deltaQ = targetRot * Quaternion.Inverse(victimRb.rotation);
((Quaternion)(ref deltaQ)).ToAngleAxis(ref angleDeg, ref axis);
if (angleDeg > 180f)
{
angleDeg -= 360f;
}
float angleRad = angleDeg * ((float)Math.PI / 180f);
Vector3 torqueImpulse = ((Vector3)(ref axis)).normalized * (angleRad * 5f);
victimRb.AddTorque(torqueImpulse, (ForceMode)1);
deltaQ = default(Quaternion);
axis = default(Vector3);
if (((Vector3)(ref delta2)).magnitude > 0.05f)
{
if (!((Object)(object)victimHealth != (Object)null))
{
break;
}
_ = ((Vector3)(ref delta2)).normalized;
victimHealth.bloodAmount -= 0.6000000238418579;
if (victimHealth.bloodAmount <= 0.0)
{
((MonoBehaviour)this).StartCoroutine(bluntTransmitter.KO(victimHealth, 200f, Vector3.zero, 200f));
victimHealth.Die((DeathReason)3);
}
Rigidbody[] array2 = victimRigidBodies;
foreach (Rigidbody rb3 in array2)
{
if ((Object)(object)rb3 == (Object)null)
{
continue;
}
Vector3 desiredV3 = delta2 * invDt2;
Vector3 deltaV3 = desiredV3 - (victimRb.velocity + victimRb.velocity + victimRb.velocity + rb3.velocity) / 4f;
Vector3 impulse3 = deltaV3 * rb3.mass;
if ((Object)(object)rb3 != (Object)(object)victimRb)
{
impulse3 /= 4f;
}
rb3.AddForce(impulse3, (ForceMode)1);
if ((Object)(object)victimHealth != (Object)null && (Object)(object)victimHealth.playerAnimator != (Object)null && victimHealth.playerAnimator.FighterJoints != null)
{
foreach (FighterJoint joint in victimHealth.playerAnimator.FighterJoints)
{
JointStrength jointStrength2 = joint.jointStrength;
if (jointStrength2 != null)
{
jointStrength2.SetStrengthPercent(1f);
}
}
}
if ((Object)(object)victimHealth != (Object)null && (Object)(object)victimHealth.ballHolderjoint != (Object)null)
{
ConfigurableJoint ballHolderjoint3 = victimHealth.ballHolderjoint;
val = default(JointDrive);
((JointDrive)(ref val)).positionSpring = 1f;
((JointDrive)(ref val)).positionDamper = 1f;
((JointDrive)(ref val)).maximumForce = 1f;
ballHolderjoint3.angularXDrive = val;
ConfigurableJoint ballHolderjoint4 = victimHealth.ballHolderjoint;
val = default(JointDrive);
((JointDrive)(ref val)).positionSpring = 1f;
((JointDrive)(ref val)).positionDamper = 1f;
((JointDrive)(ref val)).maximumForce = 1f;
ballHolderjoint4.angularYZDrive = val;
}
((MonoBehaviour)this).StartCoroutine(bluntTransmitter.RestoreBallHolderJoint(victimHealth, 3f));
}
throwed = true;
break;
}
delta2 = default(Vector3);
}
else
{
Vector3 currentPos = victimRb.position;
Vector3 targetPos = ((Component)hand).transform.position - ((Component)this).transform.up / 3f;
Vector3 newPos = Vector3.Lerp(currentPos, targetPos, 0.05f);
Vector3 delta = newPos - currentPos;
float invDt = 1f / Time.fixedDeltaTime;
Rigidbody[] array3 = victimRigidBodies;
foreach (Rigidbody rb in array3)
{
if (!((Object)(object)rb == (Object)null))
{
Vector3 desiredV = delta * invDt;
Vector3 deltaV = desiredV - (victimRb.velocity + victimRb.velocity + victimRb.velocity + rb.velocity) / 4f;
Vector3 impulse = deltaV * rb.mass;
if ((Object)(object)rb != (Object)(object)victimRb)
{
impulse /= 4f;
}
rb.AddForce(impulse, (ForceMode)1);
}
}
}
elapsed += Time.fixedDeltaTime;
yield return (object)new WaitForFixedUpdate();
}
if (!throwed && (Object)(object)victimHealth != (Object)null && (Object)(object)victimHealth.playerAnimator != (Object)null && victimHealth.playerAnimator.FighterJoints != null)
{
((MonoBehaviour)this).StartCoroutine(bluntTransmitter.RestoreBallHolderJoint(victimHealth, 1f));
}
Object.Destroy((Object)(object)forceTarget);
}
private IEnumerator ForceCooldown()
{
canUseForce = false;
yield return (object)new WaitForSeconds(forceCooldown);
canUseForce = true;
}
}