Decompiled source of FireRateFPSFix v1.0.8

FireRateFPSFix.dll

Decompiled 3 days ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Bootstrap;
using BepInEx.Logging;
using BepInEx.Unity.IL2CPP;
using EWC.API;
using EWC.CustomWeapon;
using FireRateFPSFix.Dependencies;
using FireRateFPSFix.FireState;
using GTFO.API;
using Gear;
using HarmonyLib;
using Il2CppInterop.Runtime.InteropTypes;
using Microsoft.CodeAnalysis;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("FireRateFPSFix")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+812ef155cdf91c26ab928dabc22270514d5e446e")]
[assembly: AssemblyProduct("FireRateFPSFix")]
[assembly: AssemblyTitle("FireRateFPSFix")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableAttribute : Attribute
	{
		public readonly byte[] NullableFlags;

		public NullableAttribute(byte P_0)
		{
			NullableFlags = new byte[1] { P_0 };
		}

		public NullableAttribute(byte[] P_0)
		{
			NullableFlags = P_0;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableContextAttribute : Attribute
	{
		public readonly byte Flag;

		public NullableContextAttribute(byte P_0)
		{
			Flag = P_0;
		}
	}
}
namespace FireRateFPSFix
{
	internal static class DinoLogger
	{
		private static ManualLogSource logger = Logger.CreateLogSource("FireRateFPSFix");

		public static void Log(string format, params object[] args)
		{
			Log(string.Format(format, args));
		}

		public static void Log(string str)
		{
			if (logger != null)
			{
				logger.Log((LogLevel)8, (object)str);
			}
		}

		public static void Warning(string format, params object[] args)
		{
			Warning(string.Format(format, args));
		}

		public static void Warning(string str)
		{
			if (logger != null)
			{
				logger.Log((LogLevel)4, (object)str);
			}
		}

		public static void Error(string format, params object[] args)
		{
			Error(string.Format(format, args));
		}

		public static void Error(string str)
		{
			if (logger != null)
			{
				logger.Log((LogLevel)2, (object)str);
			}
		}

		public static void Debug(string format, params object[] args)
		{
			Debug(string.Format(format, args));
		}

		public static void Debug(string str)
		{
			if (logger != null)
			{
				logger.Log((LogLevel)32, (object)str);
			}
		}
	}
	[BepInPlugin("Dinorush.FireRateFPSFix", "FireRateFPSFix", "1.0.8")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	internal sealed class EntryPoint : BasePlugin
	{
		public const string MODNAME = "FireRateFPSFix";

		public override void Load()
		{
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			new Harmony("FireRateFPSFix").PatchAll();
			LevelAPI.OnEnterLevel += LevelAPI_OnEnterLevel;
			((BasePlugin)this).Log.LogMessage((object)"Loaded FireRateFPSFix");
		}

		private void LevelAPI_OnEnterLevel()
		{
			FireStateManager.Cleanup();
		}
	}
}
namespace FireRateFPSFix.Patches
{
	[HarmonyPatch]
	internal static class WeaponFirePatch
	{
		[HarmonyPatch(typeof(BulletWeaponArchetype), "PostFireCheck")]
		[HarmonyWrapSafe]
		[HarmonyPrefix]
		private static void PrePostFireCallback(BulletWeaponArchetype __instance)
		{
			FireStateUpdater updater = FireStateManager.GetUpdater(__instance.m_weapon);
			if (__instance.m_firing)
			{
				updater.UpdateFired();
			}
		}

		[HarmonyPatch(typeof(BulletWeaponArchetype), "PostFireCheck")]
		[HarmonyWrapSafe]
		[HarmonyPostfix]
		[HarmonyAfter(new string[] { "Dinorush.ExtraWeaponCustomization" })]
		private static void PostFireCallback_AfterEWC(BulletWeaponArchetype __instance)
		{
			FireStateManager.GetUpdater(__instance.m_weapon).OnPostFireCheck();
		}

		[HarmonyPatch(typeof(BWA_Auto), "OnStopFiring")]
		[HarmonyWrapSafe]
		[HarmonyPostfix]
		private static void PostStopFiringCallback(BulletWeaponArchetype __instance)
		{
			FireStateManager.GetUpdater(__instance.m_weapon).OnStopFiring();
		}
	}
}
namespace FireRateFPSFix.FireState
{
	public static class FireStateManager
	{
		private static readonly Dictionary<IntPtr, FireStateUpdater> _updaters = new Dictionary<IntPtr, FireStateUpdater>();

		public static FireStateUpdater GetUpdater(BulletWeapon weapon)
		{
			if (_updaters.TryGetValue(((Il2CppObjectBase)weapon).Pointer, out FireStateUpdater value))
			{
				return value;
			}
			return _updaters[((Il2CppObjectBase)weapon).Pointer] = new FireStateUpdater(weapon);
		}

		public static void Cleanup()
		{
			KeyValuePair<IntPtr, FireStateUpdater>[] array = _updaters.Where<KeyValuePair<IntPtr, FireStateUpdater>>((KeyValuePair<IntPtr, FireStateUpdater> kv) => !kv.Value.IsValid).ToList().ToArray();
			foreach (KeyValuePair<IntPtr, FireStateUpdater> keyValuePair in array)
			{
				_updaters.Remove(keyValuePair.Key);
			}
		}
	}
	public sealed class FireStateUpdater
	{
		private readonly BulletWeapon _weapon;

		private float _shotDelay;

		private float _burstDelay;

		private float _cooldownDelay;

		private bool _hasCooldown;

		private float _timeBuffer;

		private float _lastFireTime;

		private float _nextShotTimeBase;

		private float _nextShotTime;

		private bool _inCooldown = true;

		public bool IsValid => (Object)(object)_weapon != (Object)null;

		public FireStateUpdater(BulletWeapon weapon)
		{
			_weapon = weapon;
			BulletWeaponArchetype archeType = _weapon.m_archeType;
			if (!EWCWrapper.GetDelays(_weapon, out _shotDelay, out _burstDelay, out _cooldownDelay))
			{
				_shotDelay = archeType.ShotDelay();
				_burstDelay = archeType.BurstDelay();
				_cooldownDelay = archeType.CooldownDelay();
			}
			_hasCooldown = archeType.HasCooldown;
		}

		private void SetNextShotTime(float time)
		{
			_nextShotTimeBase = time;
			_nextShotTime = Math.Max(time - _timeBuffer, Clock.Time);
		}

		private float GetCooldown(bool includeShotDelay = false)
		{
			float num = (_hasCooldown ? _cooldownDelay : _burstDelay);
			if (includeShotDelay)
			{
				return Math.Max(_shotDelay, num);
			}
			return num;
		}

		public void EWCOnCooldownSet(float shotDelay, float burstDelay, float cooldownDelay)
		{
			_shotDelay = shotDelay;
			_burstDelay = burstDelay;
			_cooldownDelay = cooldownDelay;
			_hasCooldown = _weapon.m_archeType.HasCooldown;
			SetNextShotTime(Math.Max(Clock.Time, _lastFireTime + (_inCooldown ? _shotDelay : GetCooldown(includeShotDelay: true))));
		}

		public void UpdateFired()
		{
			float time = Clock.Time;
			if (_nextShotTime + Clock.Delta >= time)
			{
				_timeBuffer += time - _nextShotTimeBase;
			}
			else
			{
				_timeBuffer = 0f;
			}
			_inCooldown = false;
			_lastFireTime = time;
		}

		public void OnPostFireCheck()
		{
			BulletWeaponArchetype archeType = _weapon.m_archeType;
			float time = Clock.Time;
			if (archeType.m_firing)
			{
				SetNextShotTime(archeType.m_nextShotTimer);
				archeType.m_nextShotTimer = _nextShotTime;
				return;
			}
			_inCooldown = true;
			SetNextShotTime(time + Math.Max(_shotDelay, GetCooldown()));
			archeType.m_nextBurstTimer = Math.Max(time, time + GetCooldown() - _timeBuffer);
			archeType.m_nextShotTimer = Math.Max(time, time + _shotDelay - _timeBuffer);
		}

		public void OnStopFiring()
		{
			_inCooldown = true;
			SetNextShotTime(_lastFireTime + _shotDelay);
		}
	}
}
namespace FireRateFPSFix.Dependencies
{
	internal static class EWCWrapper
	{
		[Serializable]
		[CompilerGenerated]
		private sealed class <>c
		{
			public static readonly <>c <>9 = new <>c();

			public static CooldownSetCallback <>9__3_0;

			internal void <AddFireRateChangeCallback>b__3_0(BulletWeapon weapon, float shotDelay, float burstDelay, float cooldownDelay)
			{
				FireStateManager.GetUpdater(weapon).EWCOnCooldownSet(shotDelay, burstDelay, cooldownDelay);
			}
		}

		public const string PLUGIN_GUID = "Dinorush.ExtraWeaponCustomization";

		public static readonly bool hasEWC;

		static EWCWrapper()
		{
			hasEWC = ((BaseChainloader<BasePlugin>)(object)IL2CPPChainloader.Instance).Plugins.ContainsKey("Dinorush.ExtraWeaponCustomization");
			if (hasEWC)
			{
				AddFireRateChangeCallback();
			}
		}

		[MethodImpl(MethodImplOptions.NoInlining)]
		private static void AddFireRateChangeCallback()
		{
			//IL_0014: Unknown result type (might be due to invalid IL or missing references)
			//IL_0019: Unknown result type (might be due to invalid IL or missing references)
			//IL_001f: Expected O, but got Unknown
			object obj = <>c.<>9__3_0;
			if (obj == null)
			{
				CooldownSetCallback val = delegate(BulletWeapon weapon, float shotDelay, float burstDelay, float cooldownDelay)
				{
					FireStateManager.GetUpdater(weapon).EWCOnCooldownSet(shotDelay, burstDelay, cooldownDelay);
				};
				<>c.<>9__3_0 = val;
				obj = (object)val;
			}
			FireRateAPI.CooldownSet += (CooldownSetCallback)obj;
		}

		public static bool GetDelays(BulletWeapon weapon, out float shotDelay, out float burstDelay, out float cooldownDelay)
		{
			if (!hasEWC)
			{
				shotDelay = 0f;
				burstDelay = 0f;
				cooldownDelay = 0f;
				return false;
			}
			return GetDelays_Internal(weapon, out shotDelay, out burstDelay, out cooldownDelay);
		}

		[MethodImpl(MethodImplOptions.NoInlining)]
		private static bool GetDelays_Internal(BulletWeapon weapon, out float shotDelay, out float burstDelay, out float cooldownDelay)
		{
			CustomWeaponComponent component = ((Component)weapon).GetComponent<CustomWeaponComponent>();
			if ((Object)(object)component == (Object)null)
			{
				shotDelay = 0f;
				burstDelay = 0f;
				cooldownDelay = 0f;
				return false;
			}
			shotDelay = 1f / component.CurrentFireRate;
			burstDelay = component.CurrentBurstDelay;
			cooldownDelay = component.CurrentCooldownDelay;
			return true;
		}
	}
}