Decompiled source of AdminSystem v3.1.2

BepInEx/plugins/Hikaria.AdminSystem/Hikaria.AdminSystem.dll

Decompiled 2 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using System.Text;
using System.Threading;
using AIGraph;
using AK;
using Agents;
using BepInEx;
using BepInEx.Unity.IL2CPP.Utils;
using BepInEx.Unity.IL2CPP.Utils.Collections;
using CellMenu;
using ChainedPuzzles;
using Clonesoft.Json;
using CullingSystem;
using Enemies;
using GameData;
using Gear;
using Globals;
using Hikaria.AdminSystem.Extensions;
using Hikaria.AdminSystem.Features.Player;
using Hikaria.AdminSystem.Features.Weapon;
using Hikaria.AdminSystem.Managers;
using Hikaria.AdminSystem.Utility;
using Hikaria.Core;
using Hikaria.Core.Interfaces;
using Hikaria.DevConsoleLite;
using Il2CppInterop.Runtime.InteropTypes;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using Il2CppSystem;
using Il2CppSystem.Collections.Generic;
using LevelGeneration;
using Microsoft.CodeAnalysis;
using Player;
using SNetwork;
using Steamworks;
using TheArchive.Core;
using TheArchive.Core.Attributes;
using TheArchive.Core.Attributes.Feature.Settings;
using TheArchive.Core.FeaturesAPI;
using TheArchive.Core.FeaturesAPI.Components;
using TheArchive.Core.FeaturesAPI.Settings;
using TheArchive.Core.Localization;
using TheArchive.Core.Models;
using TheArchive.Core.ModulesAPI;
using TheArchive.Features.Dev;
using TheArchive.Features.Security;
using TheArchive.Interfaces;
using TheArchive.Loader;
using TheArchive.Utilities;
using UnityEngine;
using UnityEngine.Rendering;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("4a1b9f36-ece1-456d-8dda-ddac7b4821c8")]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.0.0.0")]
[module: UnverifiableCode]
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;
		}
	}
}
namespace Hikaria.AdminSystem
{
	[ArchiveDependency(/*Could not decode attribute arguments.*/)]
	[ArchiveDependency(/*Could not decode attribute arguments.*/)]
	[ArchiveModule("Hikaria.AdminSystem", "AdminSystem", "3.2.2")]
	public class EntryPoint : IArchiveModule
	{
		public static class Groups
		{
			public static FeatureGroup ModuleGroup => FeatureGroups.GetOrCreateModuleGroup("Admin System", (Dictionary<Language, string>)null);

			public static FeatureGroup Item => ModuleGroup.GetOrCreateSubGroup("Item", false);

			public static FeatureGroup Weapon => ModuleGroup.GetOrCreateSubGroup("Weapon", false);

			public static FeatureGroup Player => ModuleGroup.GetOrCreateSubGroup("Player", false);

			public static FeatureGroup Enemy => ModuleGroup.GetOrCreateSubGroup("Enemy", false);

			public static FeatureGroup Misc => ModuleGroup.GetOrCreateSubGroup("Misc", false);

			public static FeatureGroup Security => ModuleGroup.GetOrCreateSubGroup("Security", false);

			public static FeatureGroup InLevel => ModuleGroup.GetOrCreateSubGroup("InLevel", false);

			static Groups()
			{
				Item.SetLanguage((Language)1, "物品");
				Item.SetLanguage((Language)0, "Item");
				Weapon.SetLanguage((Language)1, "武器");
				Weapon.SetLanguage((Language)0, "Weapon");
				Player.SetLanguage((Language)1, "玩家");
				Player.SetLanguage((Language)0, "Player");
				InLevel.SetLanguage((Language)1, "游戏内");
				InLevel.SetLanguage((Language)0, "InLevel");
				Misc.SetLanguage((Language)1, "杂项");
				Misc.SetLanguage((Language)0, "Misc");
				Enemy.SetLanguage((Language)1, "敌人");
				Enemy.SetLanguage((Language)0, "Enemy");
				Security.SetLanguage((Language)1, "安全");
				Security.SetLanguage((Language)0, "Security");
			}
		}

		public static EntryPoint Instance { get; private set; }

		public bool ApplyHarmonyPatches => false;

		public bool UsesLegacyPatches => false;

		public ArchiveLegacyPatcher Patcher { get; set; }

		public string ModuleGroup => FeatureGroup.op_Implicit(Groups.ModuleGroup);

		public Dictionary<Language, string> ModuleGroupLanguages => new Dictionary<Language, string>
		{
			{
				(Language)1,
				"管理系统"
			},
			{
				(Language)0,
				"Admin System"
			}
		};

		public void Init()
		{
			Instance = this;
			Logs.LogMessage("OK");
		}

		public void OnSceneWasLoaded(int buildIndex, string sceneName)
		{
		}

		public void OnLateUpdate()
		{
		}

		public void OnExit()
		{
		}
	}
	public static class PluginInfo
	{
		public const string GUID = "Hikaria.AdminSystem";

		public const string NAME = "AdminSystem";

		public const string VERSION = "3.2.2";

		public const int REVISION = 10487;
	}
}
namespace Hikaria.AdminSystem.Utility
{
	public static class AdminUtils
	{
		public static LocalPlayerAgent LocalPlayerAgent
		{
			get
			{
				PlayerAgent localPlayerAgent = PlayerManager.GetLocalPlayerAgent();
				if (localPlayerAgent == null)
				{
					return null;
				}
				return ((Il2CppObjectBase)localPlayerAgent).TryCast<LocalPlayerAgent>();
			}
		}

		public static bool TryGetPlayerAgentFromSlotIndex(int slot, out PlayerAgent player)
		{
			slot--;
			if (!PlayerManager.TryGetPlayerAgent(ref slot, ref player))
			{
				return false;
			}
			return true;
		}

		public static T CopyProperties<T>(T source, T target)
		{
			PropertyInfo[] properties = source.GetType().GetProperties();
			foreach (PropertyInfo sourceProp in properties)
			{
				if (target.GetType().GetProperties().Any((PropertyInfo targetProp) => targetProp.Name == sourceProp.Name && targetProp.GetType() == sourceProp.GetType() && targetProp.CanWrite))
				{
					object value = sourceProp.GetValue(source);
					PropertyInfo property = target.GetType().GetProperty(sourceProp.Name);
					if (property.PropertyType != typeof(Il2CppObjectBase) || property.PropertyType != typeof(Object))
					{
						property.SetValue(target, value);
					}
				}
			}
			return target;
		}

		public static bool CanFireHitObject(Vector3 sourcePos, GameObject targetObj)
		{
			//IL_0000: 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)
			//IL_000c: Unknown result type (might be due to invalid IL or missing references)
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//IL_001a: Unknown result type (might be due to invalid IL or missing references)
			//IL_001f: Unknown result type (might be due to invalid IL or missing references)
			RaycastHit val = default(RaycastHit);
			if (Physics.Raycast(sourcePos, targetObj.transform.position - sourcePos, ref val, Vector3.Distance(targetObj.transform.position, sourcePos), LayerManager.MASK_BULLETWEAPON_RAY))
			{
				return ((RaycastHit)(ref val)).transform.IsChildOf(targetObj.gameObject.transform);
			}
			return false;
		}

		public static bool CanSeeEnemyPlus(Vector3 sourcePos, EnemyAgent enemy)
		{
			//IL_0023: Unknown result type (might be due to invalid IL or missing references)
			//IL_0025: Unknown result type (might be due to invalid IL or missing references)
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0033: Unknown result type (might be due to invalid IL or missing references)
			//IL_0038: Unknown result type (might be due to invalid IL or missing references)
			RaycastHit val = default(RaycastHit);
			foreach (Dam_EnemyDamageLimb item in (Il2CppArrayBase<Dam_EnemyDamageLimb>)(object)enemy.Damage.DamageLimbs)
			{
				if (!((Object)(object)item == (Object)null) && !Physics.Raycast(sourcePos, item.DamageTargetPos - sourcePos, ref val, Vector3.Distance(item.DamageTargetPos, sourcePos), LayerManager.MASK_WORLD))
				{
					return true;
				}
			}
			return false;
		}
	}
	internal static class Logs
	{
		private static IArchiveLogger _logger;

		private static IArchiveLogger Logger => _logger ?? (_logger = LoaderWrapper.CreateLoggerInstance("Hikaria.AdminSystem", ConsoleColor.White));

		public static void LogDebug(object data)
		{
			Logger.Debug(data.ToString());
		}

		public static void LogError(object data)
		{
			Logger.Error(data.ToString());
		}

		public static void LogInfo(object data)
		{
			Logger.Info(data.ToString());
		}

		public static void LogMessage(object data)
		{
			Logger.Msg(ConsoleColor.White, data.ToString());
		}

		public static void LogWarning(object data)
		{
			Logger.Warning(data.ToString());
		}

		public static void LogNotice(object data)
		{
			Logger.Notice(data.ToString());
		}

		public static void LogSuccess(object data)
		{
			Logger.Success(data.ToString());
		}

		public static void LogException(Exception ex)
		{
			Logger.Exception(ex);
		}
	}
}
namespace Hikaria.AdminSystem.Managers
{
	public class EnemyDataManager : InitSingletonBase<TranslateManager>, IInitAfterGameDataInitialized, IInitializable
	{
		public struct EnemyDamageData
		{
			public uint Id { get; set; }

			public bool IsImmortal { get; set; }

			public Dictionary<int, float> Weakspots { get; set; }

			public Dictionary<int, float> Normalspots { get; set; }

			public Dictionary<int, float> Armorspots { get; set; }

			public Dictionary<int, float> RealArmorSpots { get; set; }

			public bool HasWeakSpot => Weakspots.Count > 0;

			public bool HasNormalSpot => Normalspots.Count > 0;

			public bool HasArmorSpot => Armorspots.Count > 0;

			public bool HasRealArmorSpot => RealArmorSpots.Count > 0;

			public EnemyDamageData()
			{
				Id = 0u;
				IsImmortal = false;
				Weakspots = new Dictionary<int, float>();
				Normalspots = new Dictionary<int, float>();
				Armorspots = new Dictionary<int, float>();
				RealArmorSpots = new Dictionary<int, float>();
			}
		}

		public static Dictionary<uint, EnemyDataBlock> EnemyDataBlockLookup { get; set; } = new Dictionary<uint, EnemyDataBlock>();


		public static Dictionary<uint, EnemyDamageData> EnemyDamageDataLookup { get; set; } = new Dictionary<uint, EnemyDamageData>();


		public static float ArmorMultiThreshold { get; set; } = 0.1f;


		public void Init()
		{
			EnemyDataBlockLookup.Clear();
			foreach (EnemyDataBlock item in GameDataBlockBase<EnemyDataBlock>.GetAllBlocksForEditor())
			{
				EnemyDataBlockLookup.Add(((GameDataBlockBase<EnemyDataBlock>)(object)item).persistentID, item);
			}
		}

		public static EnemyDamageData GetOrGenerateEnemyDamageData(EnemyAgent enemy)
		{
			if (!EnemyDamageDataLookup.TryGetValue(enemy.EnemyDataID, out var value))
			{
				return GenerateAndStoreEnemyDamageData(enemy);
			}
			return value;
		}

		private static EnemyDamageData GenerateAndStoreEnemyDamageData(EnemyAgent enemy)
		{
			//IL_0032: 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_0038: Unknown result type (might be due to invalid IL or missing references)
			//IL_004a: Expected I4, but got Unknown
			EnemyDamageData enemyDamageData = new EnemyDamageData();
			enemyDamageData.Id = enemy.EnemyDataID;
			foreach (Dam_EnemyDamageLimb item in (Il2CppArrayBase<Dam_EnemyDamageLimb>)(object)enemy.Damage.DamageLimbs)
			{
				eLimbDamageType type = item.m_type;
				switch ((int)type)
				{
				case 2:
					if (item.m_armorDamageMulti < ArmorMultiThreshold)
					{
						enemyDamageData.RealArmorSpots.Add(item.m_limbID, item.m_armorDamageMulti);
					}
					else
					{
						enemyDamageData.Armorspots.Add(item.m_limbID, item.m_armorDamageMulti);
					}
					break;
				case 1:
					enemyDamageData.Weakspots.Add(item.m_limbID, item.m_weakspotDamageMulti);
					break;
				case 0:
					enemyDamageData.Normalspots.Add(item.m_limbID, 1f);
					break;
				}
			}
			enemyDamageData.Armorspots = enemyDamageData.Armorspots.OrderByDescending((KeyValuePair<int, float> p) => p.Value).ToDictionary((KeyValuePair<int, float> p) => p.Key, (KeyValuePair<int, float> p) => p.Value);
			enemyDamageData.Weakspots = enemyDamageData.Weakspots.OrderByDescending((KeyValuePair<int, float> p) => p.Value).ToDictionary((KeyValuePair<int, float> p) => p.Key, (KeyValuePair<int, float> p) => p.Value);
			enemyDamageData.IsImmortal = enemyDamageData.RealArmorSpots.Count == ((Il2CppArrayBase<Dam_EnemyDamageLimb>)(object)enemy.Damage.DamageLimbs).Count;
			EnemyDamageDataLookup.Add(enemy.EnemyDataID, enemyDamageData);
			return enemyDamageData;
		}

		public static void ClearGeneratedEnemyDamageData()
		{
			EnemyDamageDataLookup.Clear();
		}
	}
	public class TranslateManager
	{
		public class EnemyIDNameData
		{
			public List<uint> IDs { get; set; }

			public string Name { get; set; }
		}

		public struct EnemyIDName
		{
			public List<uint> IDs { get; set; }

			public string Name { get; set; }
		}

		private static Dictionary<uint, string> EnemyID2NameLookup = new Dictionary<uint, string>();

		private static CustomSetting<List<EnemyIDNameData>> EnemyIDNames = new CustomSetting<List<EnemyIDNameData>>("EnemyIDNameLookup", new List<EnemyIDNameData>(), (Action<List<EnemyIDNameData>>)delegate(List<EnemyIDNameData> data)
		{
			EnemyID2NameLookup.Clear();
			foreach (EnemyIDNameData datum in data)
			{
				foreach (uint iD in datum.IDs)
				{
					EnemyID2NameLookup.TryAdd(iD, datum.Name);
				}
			}
		}, (LoadingTime)1, true);

		private static Dictionary<string, uint[]> EnemyName2ID = new Dictionary<string, uint[]>();

		public static string EnemyName(uint id)
		{
			if (!EnemyID2NameLookup.TryGetValue(id, out var value))
			{
				return $"{((GameDataBlockBase<EnemyDataBlock>)(object)GameDataBlockBase<EnemyDataBlock>.GetBlock(id)).name} [{id}]";
			}
			return value;
		}
	}
}
namespace Hikaria.AdminSystem.Features.Weapon
{
	[EnableFeatureByDefault]
	[DisallowInGameToggle]
	[DoNotSaveToConfig]
	public class WeaponAutoAim : Feature
	{
		public class WeaponAutoAimSettings
		{
			[Localized]
			public enum AutoAimMode
			{
				Crosshair,
				Closest
			}

			[Localized]
			public enum AutoFireMode
			{
				Off,
				SemiAuto,
				FullyAuto
			}

			[FSDisplayName("启用自瞄")]
			public bool EnableAutoAim { get; set; }

			[FSDisplayName("弹道修正")]
			public bool EnableTrajectoryRedirection { get; set; }

			[FSDisplayName("隔墙自瞄")]
			public bool WallHackAim { get; set; }

			[FSDisplayName("追踪子弹")]
			[FSDescription("仅适用于穿透子弹")]
			public bool MagicBullet { get; set; } = true;


			[FSDisplayName("追踪子弹忽略不可见")]
			public bool MagicBulletVisibleOnly { get; set; } = true;


			[FSDisplayName("追踪子弹最大修正角度")]
			public float MagicBulletMaxCorrectionAngle { get; set; } = 30f;


			[FSDisplayName("自瞄节点距离")]
			[FSDescription("默认为3个节点")]
			public int AutoAimNodeRange { get; set; } = 3;


			[FSDisplayName("自瞄模式")]
			[FSDescription("准心优先 或 近处优先")]
			public AutoAimMode AimMode { get; set; }

			[FSDisplayName("暂停自瞄按键")]
			[FSDescription("按下后可暂停自瞄,松开后恢复")]
			public KeyCode PauseAutoAimKey { get; set; } = (KeyCode)304;


			[FSDisplayName("反转暂停自瞄")]
			public bool ReversePauseAutoAim { get; set; }

			[FSDisplayName("自动开火模式")]
			public AutoFireMode AutoFire { get; set; }

			[FSDisplayName("自瞄范围半径")]
			[FSDescription("单位: 像素")]
			public float AimRadius { get; set; } = 540f;


			[FSDisplayName("全范围自瞄")]
			public bool IgnoreAimRadius { get; set; }

			[FSDisplayName("装甲部位检测阈值")]
			[FSDescription("默认值为0.1")]
			public float ArmorLimbDamageMultiThreshold
			{
				get
				{
					return EnemyDataManager.ArmorMultiThreshold;
				}
				set
				{
					EnemyDataManager.ArmorMultiThreshold = value;
					EnemyDataManager.ClearGeneratedEnemyDamageData();
				}
			}

			[FSHeader("颜色设置", true)]
			[FSDisplayName("目标通用颜色")]
			public SColor TargetedColor { get; set; } = new SColor(1.2f, 0.3f, 0.1f, (float?)1f);


			[FSDisplayName("目标弱点颜色")]
			public SColor TargetedWeakspotColor { get; set; } = new SColor(1.2f, 0.6f, 0f, (float?)1f);


			[FSDisplayName("无目标颜色")]
			public SColor UnTargetedColor { get; set; } = new SColor(0.3f, 0.1f, 0.1f, (float?)1f);


			[FSDisplayName("非活跃颜色")]
			public SColor PassiveDetection { get; set; } = new SColor(0.5f, 0.5f, 0.5f, (float?)0.5f);

		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Dam_EnemyDamageLimb__BulletDamage__Patch
		{
			private static void Postfix(Dam_EnemyDamageLimb __instance, float dam, Vector3 position, Vector3 direction, float precisionMulti)
			{
				//IL_0021: Unknown result type (might be due to invalid IL or missing references)
				//IL_0022: Unknown result type (might be due to invalid IL or missing references)
				if (Settings.EnableAutoAim && !SNet.IsMaster)
				{
					float num = __instance.ApplyWeakspotAndArmorModifiers(dam, precisionMulti);
					num = __instance.ApplyDamageFromBehindBonus(num, position, direction, 1f);
					((Dam_SyncedDamageBase)__instance.m_base).RegisterDamage(num);
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class BulletWeapon__OnWield__Patch
		{
			private static void Postfix(BulletWeapon __instance)
			{
				//IL_0012: Unknown result type (might be due to invalid IL or missing references)
				//IL_0019: Invalid comparison between Unknown and I4
				if (Settings.EnableAutoAim && (int)GameStateManager.Current.m_currentStateName == 10 && IsWeaponOwner(__instance))
				{
					WeaponAutoAimHandler weaponAutoAimHandler = ((Component)__instance).gameObject.GetComponent<WeaponAutoAimHandler>();
					if ((Object)(object)weaponAutoAimHandler == (Object)null)
					{
						weaponAutoAimHandler = ((Component)__instance).gameObject.AddComponent<WeaponAutoAimHandler>();
					}
					weaponAutoAimHandler.Setup(__instance, ((Item)__instance).Owner, ((Item)__instance).Owner.FPSCamera);
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		public class BulletWeapon__OnUnWield__Patch
		{
			private static void Prefix(BulletWeapon __instance)
			{
				//IL_0005: Unknown result type (might be due to invalid IL or missing references)
				//IL_000c: Invalid comparison between Unknown and I4
				if ((int)GameStateManager.Current.m_currentStateName == 10 && IsWeaponOwner(__instance))
				{
					WeaponAutoAimHandler component = ((Component)__instance).gameObject.GetComponent<WeaponAutoAimHandler>();
					if (!((Object)(object)component == (Object)null))
					{
						component.DoClear();
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		public class PlayerEnemyCollision__FindNearbyEnemiesMovementReduction__Patch
		{
			private static bool Prefix(PlayerEnemyCollision __instance, Vector3 pos, ref float __result)
			{
				//IL_0063: Unknown result type (might be due to invalid IL or missing references)
				//IL_0068: 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)
				//IL_006e: Unknown result type (might be due to invalid IL or missing references)
				if (!Settings.EnableAutoAim)
				{
					return true;
				}
				float num = 1f;
				if (((Agent)__instance.m_owner).CourseNode == null)
				{
					__result = num;
					return false;
				}
				__instance.m_enemies.Clear();
				AIG_CourseNode.GetEnemiesInNodes(((Agent)__instance.m_owner).CourseNode, Settings.AutoAimNodeRange, __instance.m_enemies);
				for (int i = 0; i < __instance.m_enemies.Count; i++)
				{
					EnemyAgent val = __instance.m_enemies[i];
					Vector3 val2 = val.Position - pos;
					if (((Agent)val).Alive && ((Vector3)(ref val2)).magnitude < val.EnemyBalancingData.EnemyCollisionRadius)
					{
						float enemyCollisionPlayerMovementReduction = val.EnemyBalancingData.EnemyCollisionPlayerMovementReduction;
						float num2 = num - enemyCollisionPlayerMovementReduction;
						float enemyCollisionMinimumMoveSpeedModifier = val.EnemyBalancingData.EnemyCollisionMinimumMoveSpeedModifier;
						num = Mathf.Min(num, Mathf.Max(num2, enemyCollisionMinimumMoveSpeedModifier));
					}
				}
				__result = num;
				return false;
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Shotgun__Fire__Patch
		{
			private static void Prefix(Shotgun __instance)
			{
				if (Settings.EnableAutoAim && ((Agent)((Item)__instance).Owner).IsLocallyOwned)
				{
					IsLocalShotgunFireShots = true;
				}
			}

			private static void Postfix(Shotgun __instance)
			{
				if (Settings.EnableAutoAim && ((Agent)((Item)__instance).Owner).IsLocallyOwned)
				{
					IsLocalShotgunFireShots = false;
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		public class Weapon__CastWeaponRay__Patch
		{
			public static Type[] ParameterTypes()
			{
				return new Type[4]
				{
					typeof(Transform),
					typeof(WeaponHitData).MakeByRefType(),
					typeof(Vector3),
					typeof(int)
				};
			}

			private static void Prefix(ref WeaponHitData weaponRayData, Vector3 originPos)
			{
				//IL_00d3: Unknown result type (might be due to invalid IL or missing references)
				//IL_00be: Unknown result type (might be due to invalid IL or missing references)
				//IL_00f2: Unknown result type (might be due to invalid IL or missing references)
				//IL_00f7: Unknown result type (might be due to invalid IL or missing references)
				//IL_012b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0130: Unknown result type (might be due to invalid IL or missing references)
				//IL_0131: Unknown result type (might be due to invalid IL or missing references)
				//IL_0136: Unknown result type (might be due to invalid IL or missing references)
				//IL_013a: Unknown result type (might be due to invalid IL or missing references)
				//IL_0162: Unknown result type (might be due to invalid IL or missing references)
				//IL_015b: Unknown result type (might be due to invalid IL or missing references)
				if (!Settings.EnableAutoAim)
				{
					return;
				}
				if (IsLocalShotgunFireShots)
				{
					weaponRayData.owner = (PlayerAgent)(object)AdminUtils.LocalPlayerAgent;
				}
				else if ((Object)(object)weaponRayData.owner == (Object)null || !((Agent)weaponRayData.owner).IsLocallyOwned)
				{
					return;
				}
				ArchetypeDataBlock archetypeData = weaponRayData.owner.Inventory.WieldedItem.ArchetypeData;
				if (archetypeData == null)
				{
					return;
				}
				if (!WeaponAutoAimHandler.TryGetInstance(((GameDataBlockBase<ArchetypeDataBlock>)(object)archetypeData).persistentID, out var weaponAutoAim))
				{
					weaponAutoAim = ((Component)weaponRayData.owner.Inventory.WieldedItem).GetComponent<WeaponAutoAimHandler>();
					if ((Object)(object)weaponAutoAim == (Object)null)
					{
						return;
					}
					WeaponAutoAimHandler.Register(((GameDataBlockBase<ArchetypeDataBlock>)(object)archetypeData).persistentID, weaponAutoAim);
				}
				bool flag = false;
				if (!weaponAutoAim.HasTarget)
				{
					if (!IsLocalShotgunFireShots && (!weaponAutoAim.IsPiercingBullet || !Settings.MagicBullet))
					{
						return;
					}
					weaponAutoAim.ForceUpdate(originPos);
					if (!weaponAutoAim.HasTarget)
					{
						return;
					}
					flag = true;
				}
				if (!flag)
				{
					weaponAutoAim.ForceUpdate(originPos);
				}
				if (InputMapper.GetButtonKeyMouse((InputAction)7, (eFocusState)4) || Settings.AutoFire == WeaponAutoAimSettings.AutoFireMode.FullyAuto)
				{
					Vector3 fireDir = weaponRayData.fireDir;
					weaponRayData.angOffsetX = 0f;
					weaponRayData.angOffsetY = 0f;
					weaponRayData.maxRayDist = 2000f;
					if (Settings.EnableTrajectoryRedirection)
					{
						WeaponHitData obj = weaponRayData;
						Vector3 val = weaponAutoAim.AimTargetPos - originPos;
						obj.fireDir = ((Vector3)(ref val)).normalized;
					}
					if (!IsLocalShotgunFireShots)
					{
						weaponAutoAim.TempIgnoreTargetEnemy();
					}
					weaponAutoAim.SetLastFireDir(IsLocalShotgunFireShots ? fireDir : weaponRayData.fireDir);
				}
			}
		}

		public class WeaponAutoAimHandler : MonoBehaviour
		{
			private HashSet<EnemyAgent> IgnoredEnemies = new HashSet<EnemyAgent>();

			private GameObject m_ReticleHolder;

			private CrosshairHitIndicator m_Reticle;

			private EnemyAgent m_Target;

			private Dam_EnemyDamageLimb m_TargetLimb;

			private Camera m_PlayerCamera;

			private bool m_HasTarget;

			private BulletWeapon m_BulletWeapon;

			private PlayerAgent m_Owner;

			private Vector3 m_TargetedEulerAngles = new Vector3(0f, 0f, 45f);

			private float fireTimer;

			private Vector3 LastFireDir = Vector3.zero;

			private float updateTick = 0.05f;

			public Vector3 AimTargetPos
			{
				get
				{
					//IL_0017: Unknown result type (might be due to invalid IL or missing references)
					//IL_002b: 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_004a: Unknown result type (might be due to invalid IL or missing references)
					if (!Settings.EnableAutoAim)
					{
						return m_Owner.FPSCamera.CameraRayPos;
					}
					if (HasTarget)
					{
						return m_TargetLimb.DamageTargetPos;
					}
					if ((Object)(object)m_Target != (Object)null)
					{
						return ((Agent)m_Target).AimTarget.position;
					}
					return m_Owner.FPSCamera.CameraRayPos;
				}
			}

			public static WeaponAutoAimHandler Current { get; private set; }

			public List<EnemyAgent> AroundEnemies { get; private set; } = new List<EnemyAgent>();


			public bool IsPiercingBullet
			{
				get
				{
					ArchetypeDataBlock archetypeData = ((ItemEquippable)m_BulletWeapon).ArchetypeData;
					if (archetypeData == null)
					{
						return false;
					}
					return archetypeData.PiercingBullets;
				}
			}

			public static Dictionary<uint, WeaponAutoAimHandler> AutoAimInstances { get; private set; } = new Dictionary<uint, WeaponAutoAimHandler>();


			public static HashSet<WeaponAutoAimHandler> AllAutoAimInstances { get; private set; } = new HashSet<WeaponAutoAimHandler>();


			internal bool HasTarget
			{
				get
				{
					if ((Object)(object)m_Target != (Object)null && ((Agent)m_Target).Alive)
					{
						return (Object)(object)m_TargetLimb != (Object)null;
					}
					return false;
				}
			}

			private bool PauseAutoAim
			{
				get
				{
					//IL_0011: 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)
					if (((!Settings.ReversePauseAutoAim && Input.GetKey(Settings.PauseAutoAimKey)) || (Settings.ReversePauseAutoAim && !Input.GetKey(Settings.PauseAutoAimKey))) && ((ItemEquippable)m_BulletWeapon).AimButtonHeld)
					{
						return Settings.AutoFire == WeaponAutoAimSettings.AutoFireMode.Off;
					}
					return false;
				}
			}

			public static void Register(uint persistentID, WeaponAutoAimHandler weaponAutoAim)
			{
				AutoAimInstances.Add(persistentID, weaponAutoAim);
			}

			public static void Unregister(uint persistentID)
			{
				AutoAimInstances.Remove(persistentID);
			}

			public static bool TryGetInstance(uint persistentID, out WeaponAutoAimHandler weaponAutoAim)
			{
				return AutoAimInstances.TryGetValue(persistentID, out weaponAutoAim);
			}

			private void Awake()
			{
				Current = this;
				AllAutoAimInstances.Add(this);
			}

			private void OnDestroy()
			{
				AllAutoAimInstances.Remove(this);
				if ((Object)(object)m_Reticle != (Object)null)
				{
					((GuiLayerComp)m_Reticle).SetVisible(false, false);
				}
				m_HasTarget = false;
				m_Target = null;
				SharedUtils.SafeDestroy((Component)(object)m_Reticle);
				SharedUtils.SafeDestroy(m_ReticleHolder);
			}

			public void Setup(BulletWeapon weapon, PlayerAgent owner, FPSCamera camera)
			{
				if ((Object)(object)m_Owner == (Object)null)
				{
					m_BulletWeapon = weapon;
					m_Owner = owner;
					m_PlayerCamera = ((Component)camera).gameObject.GetComponent<Camera>();
					SetupReticle();
				}
				((Behaviour)this).enabled = Settings.EnableAutoAim;
			}

			public void DoClear()
			{
				if ((Object)(object)m_Reticle != (Object)null)
				{
					CrosshairHitIndicator reticle = m_Reticle;
					if (reticle != null)
					{
						((GuiLayerComp)reticle).SetVisible(false, false);
					}
				}
				m_HasTarget = false;
				m_Target = null;
				Unregister(((GameDataBlockBase<ArchetypeDataBlock>)(object)((ItemEquippable)m_BulletWeapon).ArchetypeData).persistentID);
			}

			public void DoAfterLevelClear()
			{
				DoClear();
				SharedUtils.SafeDestroy((Component)(object)m_Reticle);
				SharedUtils.SafeDestroy(m_ReticleHolder);
				SharedUtils.SafeDestroy((Component)(object)this);
			}

			private void SetupReticle()
			{
				//IL_0001: Unknown result type (might be due to invalid IL or missing references)
				//IL_000b: Expected O, but got Unknown
				//IL_0060: Unknown result type (might be due to invalid IL or missing references)
				//IL_0070: Unknown result type (might be due to invalid IL or missing references)
				//IL_0075: Unknown result type (might be due to invalid IL or missing references)
				//IL_007b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0091: Unknown result type (might be due to invalid IL or missing references)
				m_ReticleHolder = new GameObject();
				m_ReticleHolder.transform.SetParent(((GuiLayer)GuiManager.CrosshairLayer).CanvasTrans);
				m_Reticle = Object.Instantiate<CrosshairHitIndicator>(GuiManager.CrosshairLayer.m_hitIndicatorFriendly, m_ReticleHolder.transform);
				((Object)m_Reticle).name = "AutoAimIndicator";
				((Component)m_Reticle).transform.localScale = Vector3.zero;
				SetVFX(SColorExtensions.ToUnityColor(Settings.TargetedColor), m_TargetedEulerAngles);
				((Component)m_Reticle).transform.localEulerAngles = m_TargetedEulerAngles;
			}

			private void Update()
			{
				//IL_000c: 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_0035: Unknown result type (might be due to invalid IL or missing references)
				UpdateTargetEnemy(m_Owner.FPSCamera.Position);
				UpdateColor();
				UpdateAutoFire();
				IgnoredEnemies.Clear();
				LastFireDir = Vector3.zero;
			}

			public void ForceUpdate(Vector3 sourcePos)
			{
				//IL_0001: Unknown result type (might be due to invalid IL or missing references)
				UpdateTargetEnemy(sourcePos, force: true);
				UpdateColor();
			}

			private void UpdateTargetEnemy(Vector3 sourcePos, bool force = false)
			{
				//IL_00b2: Unknown result type (might be due to invalid IL or missing references)
				//IL_00c6: Unknown result type (might be due to invalid IL or missing references)
				//IL_00cb: Unknown result type (might be due to invalid IL or missing references)
				//IL_0039: Unknown result type (might be due to invalid IL or missing references)
				//IL_003e: Unknown result type (might be due to invalid IL or missing references)
				//IL_005e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0068: Unknown result type (might be due to invalid IL or missing references)
				//IL_007e: Unknown result type (might be due to invalid IL or missing references)
				//IL_013c: Unknown result type (might be due to invalid IL or missing references)
				//IL_0143: Unknown result type (might be due to invalid IL or missing references)
				//IL_014a: Unknown result type (might be due to invalid IL or missing references)
				if ((Object)(object)m_Target != (Object)null && (Object)(object)m_TargetLimb != (Object)null)
				{
					m_ReticleHolder.transform.position = m_PlayerCamera.WorldToScreenPoint(m_TargetLimb.DamageTargetPos);
					if (!m_HasTarget)
					{
						((Component)m_Reticle).transform.localScale = Vector3.one * 2f;
						((Component)m_Reticle).transform.localEulerAngles = m_TargetedEulerAngles;
						((GuiLayerComp)m_Reticle).AnimateScale(1.5f, 0.13f);
						m_HasTarget = true;
					}
				}
				else
				{
					Transform transform = ((Component)m_Reticle).transform;
					transform.localEulerAngles += new Vector3(0f, 0f, 5f);
				}
				if (m_HasTarget && ((Object)(object)m_Target == (Object)null || (Object)(object)m_TargetLimb == (Object)null))
				{
					((GuiLayerComp)m_Reticle).AnimateScale(0f, 0.5f);
					m_HasTarget = false;
				}
				updateTick += Time.deltaTime;
				if (updateTick >= 0.04f || force)
				{
					UpdateAroundEnemy(sourcePos);
					UpdateBestEnemyTarget(sourcePos);
					UpdateTargetEnemyLimb(sourcePos);
					updateTick = 0f;
				}
			}

			private void UpdateColor()
			{
				//IL_0075: Unknown result type (might be due to invalid IL or missing references)
				//IL_007a: Unknown result type (might be due to invalid IL or missing references)
				//IL_00ae: Unknown result type (might be due to invalid IL or missing references)
				//IL_00b8: Unknown result type (might be due to invalid IL or missing references)
				//IL_00ce: Unknown result type (might be due to invalid IL or missing references)
				//IL_00e2: Unknown result type (might be due to invalid IL or missing references)
				//IL_00e7: Unknown result type (might be due to invalid IL or missing references)
				//IL_00fc: Unknown result type (might be due to invalid IL or missing references)
				//IL_0101: Unknown result type (might be due to invalid IL or missing references)
				//IL_0059: Unknown result type (might be due to invalid IL or missing references)
				//IL_005e: Unknown result type (might be due to invalid IL or missing references)
				//IL_002a: Unknown result type (might be due to invalid IL or missing references)
				//IL_0030: Invalid comparison between Unknown and I4
				//IL_0143: Unknown result type (might be due to invalid IL or missing references)
				//IL_0048: Unknown result type (might be due to invalid IL or missing references)
				//IL_004d: 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_0118: Unknown result type (might be due to invalid IL or missing references)
				//IL_012d: Unknown result type (might be due to invalid IL or missing references)
				if (m_HasTarget && !PauseAutoAim)
				{
					m_Reticle.m_hitColor = (((Object)(object)m_TargetLimb == (Object)null) ? SColorExtensions.ToUnityColor(Settings.UnTargetedColor) : (((int)m_TargetLimb.m_type == 1) ? SColorExtensions.ToUnityColor(Settings.TargetedWeakspotColor) : SColorExtensions.ToUnityColor(Settings.TargetedColor)));
				}
				else
				{
					m_Reticle.m_hitColor = SColorExtensions.ToUnityColor(Settings.UnTargetedColor);
				}
				if (!InputMapper.GetButtonKeyMouse((InputAction)7, (eFocusState)4) || ((ItemEquippable)m_BulletWeapon).GetCurrentClip() <= 0 || PauseAutoAim)
				{
					m_ReticleHolder.transform.localScale = Vector3.one * 0.5f;
					Transform transform = m_ReticleHolder.transform;
					transform.localEulerAngles += new Vector3(0f, 0f, 2f);
					m_Reticle.m_hitColor = SColorExtensions.ToUnityColor(Settings.PassiveDetection);
				}
				else
				{
					m_ReticleHolder.transform.localScale = Vector3.one;
					m_ReticleHolder.transform.localEulerAngles = Vector3.zero;
				}
				m_Reticle.UpdateColorsWithAlphaMul(m_Reticle.m_hitColor.a);
			}

			private void SetVFX(Color color, Vector3 euler)
			{
				//IL_000b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0017: Unknown result type (might be due to invalid IL or missing references)
				((Component)m_Reticle).transform.localEulerAngles = euler;
				m_Reticle.m_hitColor = color;
				m_Reticle.UpdateColorsWithAlphaMul(1f);
			}

			private void UpdateTargetEnemyLimb(Vector3 sourcePos)
			{
				//IL_0113: Unknown result type (might be due to invalid IL or missing references)
				//IL_0190: Unknown result type (might be due to invalid IL or missing references)
				//IL_008e: Unknown result type (might be due to invalid IL or missing references)
				//IL_020d: Unknown result type (might be due to invalid IL or missing references)
				//IL_02ad: Unknown result type (might be due to invalid IL or missing references)
				if ((Object)(object)m_Target == (Object)null || PauseAutoAim)
				{
					return;
				}
				EnemyDataManager.EnemyDamageData orGenerateEnemyDamageData = EnemyDataManager.GetOrGenerateEnemyDamageData(m_Target);
				if (orGenerateEnemyDamageData.IsImmortal)
				{
					if (OneShotKill.OneShotKillLookup.TryGetValue(SNet.LocalPlayer.Lookup, out var value) && value.EnableOneShotKill)
					{
						foreach (KeyValuePair<int, float> armorspot in orGenerateEnemyDamageData.Armorspots)
						{
							Dam_EnemyDamageLimb val = ((Il2CppArrayBase<Dam_EnemyDamageLimb>)(object)m_Target.Damage.DamageLimbs)[armorspot.Key];
							if (!val.IsDestroyed && AdminUtils.CanFireHitObject(sourcePos, ((Component)val).gameObject))
							{
								m_TargetLimb = val;
								return;
							}
						}
					}
					m_TargetLimb = null;
					return;
				}
				if (orGenerateEnemyDamageData.HasWeakSpot)
				{
					foreach (KeyValuePair<int, float> weakspot in orGenerateEnemyDamageData.Weakspots)
					{
						Dam_EnemyDamageLimb val2 = ((Il2CppArrayBase<Dam_EnemyDamageLimb>)(object)m_Target.Damage.DamageLimbs)[weakspot.Key];
						if (!val2.IsDestroyed && AdminUtils.CanFireHitObject(sourcePos, ((Component)val2).gameObject))
						{
							m_TargetLimb = val2;
							return;
						}
					}
				}
				if (orGenerateEnemyDamageData.HasNormalSpot)
				{
					foreach (KeyValuePair<int, float> normalspot in orGenerateEnemyDamageData.Normalspots)
					{
						Dam_EnemyDamageLimb val3 = ((Il2CppArrayBase<Dam_EnemyDamageLimb>)(object)m_Target.Damage.DamageLimbs)[normalspot.Key];
						if (!val3.IsDestroyed && AdminUtils.CanFireHitObject(sourcePos, ((Component)val3).gameObject))
						{
							m_TargetLimb = val3;
							return;
						}
					}
				}
				if (orGenerateEnemyDamageData.HasArmorSpot)
				{
					foreach (KeyValuePair<int, float> armorspot2 in orGenerateEnemyDamageData.Armorspots)
					{
						Dam_EnemyDamageLimb val4 = ((Il2CppArrayBase<Dam_EnemyDamageLimb>)(object)m_Target.Damage.DamageLimbs)[armorspot2.Key];
						if (!val4.IsDestroyed && AdminUtils.CanFireHitObject(sourcePos, ((Component)val4).gameObject))
						{
							m_TargetLimb = val4;
							return;
						}
					}
				}
				if (orGenerateEnemyDamageData.HasRealArmorSpot && OneShotKill.OneShotKillLookup.TryGetValue(SNet.LocalPlayer.Lookup, out var value2) && value2.EnableOneShotKill)
				{
					foreach (KeyValuePair<int, float> realArmorSpot in orGenerateEnemyDamageData.RealArmorSpots)
					{
						Dam_EnemyDamageLimb val5 = ((Il2CppArrayBase<Dam_EnemyDamageLimb>)(object)m_Target.Damage.DamageLimbs)[realArmorSpot.Key];
						if (!val5.IsDestroyed && AdminUtils.CanFireHitObject(sourcePos, ((Component)val5).gameObject))
						{
							m_TargetLimb = val5;
							return;
						}
					}
				}
				m_TargetLimb = null;
			}

			private void UpdateAutoFire(bool force = false)
			{
				if (HasTarget && !PauseAutoAim && ((Settings.AutoFire == WeaponAutoAimSettings.AutoFireMode.SemiAuto && InputMapper.GetButtonKeyMouse((InputAction)7, (eFocusState)4)) || Settings.AutoFire == WeaponAutoAimSettings.AutoFireMode.FullyAuto) && ((ItemEquippable)m_BulletWeapon).GetCurrentClip() > 0)
				{
					fireTimer -= Time.deltaTime;
					if (fireTimer <= 0f || force)
					{
						m_BulletWeapon.Fire(true);
						m_BulletWeapon.TriggerSingleFireAudio();
						fireTimer = ((ItemEquippable)m_BulletWeapon).ArchetypeData.ShotDelay;
					}
				}
				else
				{
					fireTimer = 0f;
				}
			}

			private void UpdateBestEnemyTarget(Vector3 sourcePos)
			{
				//IL_00d6: Unknown result type (might be due to invalid IL or missing references)
				//IL_00db: Unknown result type (might be due to invalid IL or missing references)
				//IL_00e0: Unknown result type (might be due to invalid IL or missing references)
				//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
				//IL_00fb: Unknown result type (might be due to invalid IL or missing references)
				//IL_00fd: Unknown result type (might be due to invalid IL or missing references)
				//IL_010f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0114: Unknown result type (might be due to invalid IL or missing references)
				//IL_0115: Unknown result type (might be due to invalid IL or missing references)
				//IL_006c: 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)
				//IL_0127: Unknown result type (might be due to invalid IL or missing references)
				//IL_0161: Unknown result type (might be due to invalid IL or missing references)
				//IL_016c: Unknown result type (might be due to invalid IL or missing references)
				//IL_017e: Unknown result type (might be due to invalid IL or missing references)
				//IL_018e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0193: Unknown result type (might be due to invalid IL or missing references)
				//IL_01af: Unknown result type (might be due to invalid IL or missing references)
				//IL_01b4: Unknown result type (might be due to invalid IL or missing references)
				//IL_01b9: Unknown result type (might be due to invalid IL or missing references)
				//IL_01d2: Unknown result type (might be due to invalid IL or missing references)
				//IL_01d4: Unknown result type (might be due to invalid IL or missing references)
				//IL_01d6: Unknown result type (might be due to invalid IL or missing references)
				//IL_0083: Unknown result type (might be due to invalid IL or missing references)
				//IL_0088: Unknown result type (might be due to invalid IL or missing references)
				//IL_0089: Unknown result type (might be due to invalid IL or missing references)
				//IL_008f: Unknown result type (might be due to invalid IL or missing references)
				//IL_01ee: Unknown result type (might be due to invalid IL or missing references)
				if (AroundEnemies == null || AroundEnemies.Count == 0 || PauseAutoAim)
				{
					m_Target = null;
					return;
				}
				EnemyAgent target = null;
				float num = 100000f;
				Vector2 val2 = default(Vector2);
				Vector2 val4 = default(Vector2);
				foreach (EnemyAgent aroundEnemy in AroundEnemies)
				{
					if (IgnoredEnemies.Contains(aroundEnemy) || (IsPiercingBullet && Settings.MagicBullet && LastFireDir != Vector3.zero && Vector3.Angle(((Agent)aroundEnemy).AimTarget.position - sourcePos, LastFireDir) > Settings.MagicBulletMaxCorrectionAngle))
					{
						continue;
					}
					WeaponAutoAimSettings.AutoAimMode aimMode = Settings.AimMode;
					if (aimMode == WeaponAutoAimSettings.AutoAimMode.Crosshair || aimMode != WeaponAutoAimSettings.AutoAimMode.Closest)
					{
						Vector3 val = ((CameraController)m_Owner.FPSCamera).m_camera.WorldToScreenPoint(((Agent)aroundEnemy).AimTarget.position);
						((Vector2)(ref val2))..ctor((float)(Screen.width / 2), (float)(Screen.height / 2));
						float num2 = Vector3.Distance(val, Vector2.op_Implicit(val2));
						_ = ((Agent)aroundEnemy).AimTarget.position - sourcePos;
						if ((Settings.IgnoreAimRadius || (val.z > 0f && num2 <= Settings.AimRadius)) && num2 < num)
						{
							num = num2;
							target = aroundEnemy;
						}
						continue;
					}
					float num3 = Vector3.Distance(((Agent)aroundEnemy).AimTarget.position, ((Agent)m_Owner).Position);
					_ = ((Agent)aroundEnemy).AimTarget.position - m_Owner.FPSCamera.Position;
					Vector3 val3 = ((CameraController)m_Owner.FPSCamera).m_camera.WorldToScreenPoint(((Agent)aroundEnemy).AimTarget.position);
					((Vector2)(ref val4))..ctor((float)(Screen.width / 2), (float)(Screen.height / 2));
					float num4 = Vector3.Distance(val3, Vector2.op_Implicit(val4));
					if ((Settings.IgnoreAimRadius || (val3.z > 0f && num4 <= Settings.AimRadius)) && num3 < num)
					{
						num = num3;
						target = aroundEnemy;
					}
				}
				m_Target = target;
			}

			private void UpdateAroundEnemy(Vector3 sourcePos)
			{
				//IL_002b: 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_005d: Unknown result type (might be due to invalid IL or missing references)
				AroundEnemies.Clear();
				if (PauseAutoAim)
				{
					return;
				}
				if (Settings.MagicBulletVisibleOnly)
				{
					sourcePos = m_Owner.FPSCamera.Position;
				}
				Enumerator<EnemyAgent> enumerator = m_Owner.EnemyCollision.m_enemies.GetEnumerator();
				while (enumerator.MoveNext())
				{
					EnemyAgent current = enumerator.Current;
					if ((Settings.WallHackAim || AdminUtils.CanSeeEnemyPlus(sourcePos, current)) && ((Agent)current).Alive && ((Dam_SyncedDamageBase)current.Damage).Health > 0f && !current.Damage.IsImortal)
					{
						AroundEnemies.Add(current);
					}
				}
			}

			public void TempIgnoreTargetEnemy()
			{
				if (!((Object)(object)m_Target == (Object)null))
				{
					IgnoredEnemies.Add(m_Target);
				}
			}

			public void SetLastFireDir(Vector3 dir)
			{
				//IL_0001: Unknown result type (might be due to invalid IL or missing references)
				//IL_0002: Unknown result type (might be due to invalid IL or missing references)
				LastFireDir = dir;
			}
		}

		private static bool IsLocalShotgunFireShots;

		public override string Name => "自瞄";

		public override string Description => "使用枪械时启用自瞄";

		public override FeatureGroup Group => EntryPoint.Groups.Weapon;

		[FeatureConfig]
		public static WeaponAutoAimSettings Settings { get; set; }

		public override void Init()
		{
			ClassInjector.RegisterTypeInIl2Cpp<WeaponAutoAimHandler>(false);
			DevConsole.AddCommand(Command.Create<bool?>("AutoAim", "自瞄", "自瞄", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.EnableAutoAim;
				}
				Settings.EnableAutoAim = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 自瞄"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("自瞄", (object)Settings.EnableAutoAim, "");
			}), false);
		}

		public override void OnGameStateChanged(int state)
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			//IL_0006: Invalid comparison between Unknown and I4
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_000a: Invalid comparison between Unknown and I4
			//IL_000c: Unknown result type (might be due to invalid IL or missing references)
			//IL_000e: Invalid comparison between Unknown and I4
			//IL_0010: Unknown result type (might be due to invalid IL or missing references)
			//IL_0013: Invalid comparison between Unknown and I4
			eGameStateName val = (eGameStateName)(byte)state;
			if ((int)val != 11 && (int)val != 4 && (int)val != 5 && (int)val != 15)
			{
				return;
			}
			foreach (WeaponAutoAimHandler allAutoAimInstance in WeaponAutoAimHandler.AllAutoAimInstances)
			{
				if ((Object)(object)allAutoAimInstance != (Object)null)
				{
					allAutoAimInstance.DoAfterLevelClear();
				}
			}
		}

		private static bool IsWeaponOwner(BulletWeapon bulletWeapon)
		{
			if ((Object)(object)bulletWeapon == (Object)null || (Object)(object)((Item)bulletWeapon).Owner == (Object)null)
			{
				return false;
			}
			return ((Agent)((Item)bulletWeapon).Owner).IsLocallyOwned;
		}
	}
	[EnableFeatureByDefault]
	[DisallowInGameToggle]
	[DoNotSaveToConfig]
	internal class WeaponEnhancement : Feature
	{
		public class WeaponEnhanceSettings
		{
			private bool _wallHack;

			[FSDisplayName("无限弹夹容量")]
			public bool EnableInfiniteClip { get; set; }

			[FSDisplayName("清晰瞄具")]
			[FSDescription("去除枪械瞄具污渍, 加强热成像瞄具")]
			public bool ClearSight { get; set; }

			[FSDisplayName("无伤害衰减")]
			[FSDescription("枪械伤害没有距离衰减")]
			public bool NoDamageFalloff { get; set; }

			[FSDisplayName("无弹道扩散")]
			[FSDescription("枪械弹道无扩散, 散弹子弹散步减小")]
			public bool NoSpread { get; set; }

			[FSDisplayName("无后座")]
			[FSDescription("枪械无后坐力")]
			public bool NoRecoil { get; set; }

			[FSDisplayName("子弹穿墙")]
			[FSDescription("枪械子弹穿墙")]
			public bool WallHack
			{
				get
				{
					return _wallHack;
				}
				set
				{
					_wallHack = value;
					LayerManager.MASK_BULLETWEAPON_PIERCING_PASS = (_wallHack ? EnemyDamagableLayerMask : BulletPiercingPassMask);
					LayerManager.MASK_BULLETWEAPON_RAY = (_wallHack ? EnemyDamagableLayerMask : BulletWeaponRayMask);
				}
			}

			[FSDisplayName("无声枪")]
			[FSDescription("枪械无开火声音, 即不惊怪(仅客机可用)")]
			public bool SilentWeapon { get; set; }

			[FSDisplayName("自动上弹")]
			[FSDescription("优先消耗后备弹药")]
			public bool AutoReload { get; set; }

			[FSDisplayName("特殊部位伤害溢出")]
			[FSDescription("启用后可以在特殊部位单次打出超过最大生命值上限的伤害")]
			public bool IgnoreLimbMaxHealthClamp { get; set; }
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private static class Dam_EnemyDamageLimb_Custom__ApplyWeakspotAndArmorModifiers__Patch
		{
			private static bool Prefix(Dam_EnemyDamageLimb_Custom __instance, ref float __result, float dam, float precisionMulti = 1f)
			{
				if (!Settings.IgnoreLimbMaxHealthClamp)
				{
					return true;
				}
				__result = dam * Mathf.Max(((Dam_EnemyDamageLimb)__instance).m_weakspotDamageMulti * precisionMulti, 1f) * ((Dam_EnemyDamageLimb)__instance).m_armorDamageMulti;
				return false;
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class BulletWeapon__Fire__Patch
		{
			private static void Postfix(BulletWeapon __instance)
			{
				if (IsWeaponOwner(__instance))
				{
					if (Settings.AutoReload)
					{
						((PlayerInventoryBase)((Weapon)__instance).m_inventory).DoReload();
					}
					if (Settings.EnableInfiniteClip)
					{
						__instance.m_clip = ((ItemEquippable)__instance).ClipSize;
						__instance.UpdateAmmoStatus();
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Shotgun__Fire__Patch
		{
			private static void Postfix(Shotgun __instance)
			{
				if (IsWeaponOwner((BulletWeapon)(object)__instance))
				{
					if (Settings.AutoReload)
					{
						((PlayerInventoryBase)((Weapon)__instance).m_inventory).DoReload();
					}
					if (Settings.EnableInfiniteClip)
					{
						((BulletWeapon)__instance).m_clip = ((ItemEquippable)__instance).ClipSize;
						((BulletWeapon)__instance).UpdateAmmoStatus();
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class PlayerSync__RegisterFiredBullets__Patch
		{
			private static bool Prefix(PlayerSync __instance)
			{
				if (!__instance.m_agent.Owner.IsLocal || !Settings.SilentWeapon)
				{
					return true;
				}
				return false;
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Weapon__ApplyRecoil__Patch
		{
			private static bool Prefix()
			{
				return !Settings.NoRecoil;
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class BulletWeapon__OnWield__Patch
		{
			private static void Postfix(ref BulletWeapon __instance)
			{
				//IL_0005: Unknown result type (might be due to invalid IL or missing references)
				//IL_000c: Invalid comparison between Unknown and I4
				//IL_004b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0055: Expected O, but got Unknown
				//IL_0077: Unknown result type (might be due to invalid IL or missing references)
				if ((int)GameStateManager.Current.m_currentStateName == 10 && IsWeaponOwner(__instance))
				{
					if (!WeaponInstanceArchetypeDataLookup.TryGetValue(((GameDataBlockBase<ArchetypeDataBlock>)(object)((ItemEquippable)__instance).ArchetypeData).persistentID, out var value))
					{
						WeaponInstanceArchetypeDataLookup.Add(((GameDataBlockBase<ArchetypeDataBlock>)(object)((ItemEquippable)__instance).ArchetypeData).persistentID, AdminUtils.CopyProperties<ArchetypeDataBlock>(((ItemEquippable)__instance).ArchetypeData, new ArchetypeDataBlock()));
					}
					else
					{
						((ItemEquippable)__instance).ArchetypeData = value;
					}
					if (Settings.NoDamageFalloff)
					{
						((ItemEquippable)__instance).ArchetypeData.DamageFalloff = FalloffBlocker;
					}
					if (Settings.NoRecoil)
					{
						((ItemEquippable)__instance).ArchetypeData.RecoilDataID = 0u;
					}
					if (Settings.NoSpread)
					{
						((ItemEquippable)__instance).ArchetypeData.AimSpread = 0f;
						((ItemEquippable)__instance).ArchetypeData.HipFireSpread = 0f;
						((ItemEquippable)__instance).ArchetypeData.ShotgunBulletSpread = 0;
						((ItemEquippable)__instance).ArchetypeData.ShotgunConeSize = 1;
					}
					SetupClearSight(((Component)__instance).gameObject, Settings.ClearSight);
				}
			}
		}

		private static Dictionary<uint, ArchetypeDataBlock> WeaponInstanceArchetypeDataLookup = new Dictionary<uint, ArchetypeDataBlock>();

		private static List<string> ClearSightShaderProps = new List<string> { "falloff", "distortion", "dirt" };

		private static List<string> ClearSightCompNames = new List<string> { "thermal", "glass" };

		private static Vector2 FalloffBlocker = new Vector2(1000f, 1001f);

		private static int EnemyDamagableLayerMask;

		private static int BulletPiercingPassMask;

		private static int BulletWeaponRayMask;

		public override string Name => "武器加强";

		public override string Description => "增强武器属性";

		public override FeatureGroup Group => EntryPoint.Groups.Weapon;

		[FeatureConfig]
		public static WeaponEnhanceSettings Settings { get; set; }

		public override void Init()
		{
			DevConsole.AddCommand(Command.Create<bool?>("ClearSight", "清晰瞄具", "清晰瞄具", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.ClearSight;
				}
				Settings.ClearSight = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 清晰瞄具"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("清晰瞄具", (object)Settings.ClearSight, "");
			}), false);
			DevConsole.AddCommand(Command.Create<bool?>("NoDamageFalloff", "无伤害衰减", "无伤害衰减", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.NoDamageFalloff;
				}
				Settings.NoDamageFalloff = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 无伤害衰减"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("无伤害衰减", (object)Settings.NoDamageFalloff, "");
			}), false);
			DevConsole.AddCommand(Command.Create<bool?>("NoSpread", "无弹道扩散", "无弹道扩散", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.NoSpread;
				}
				Settings.NoSpread = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 无弹道扩散"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("无弹道扩散", (object)Settings.NoSpread, "");
			}), false);
			DevConsole.AddCommand(Command.Create<bool?>("NoRecoil", "无后座", "无后座", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.NoRecoil;
				}
				Settings.NoRecoil = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 无后座"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("无后座", (object)Settings.NoRecoil, "");
			}), false);
			DevConsole.AddCommand(Command.Create<bool?>("WallHack", "子弹穿墙", "子弹穿墙", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.WallHack;
				}
				Settings.WallHack = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 子弹穿墙"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("子弹穿墙", (object)Settings.WallHack, "");
			}), false);
			DevConsole.AddCommand(Command.Create<bool?>("SilentWeapon", "静音枪", "静音枪", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.SilentWeapon;
				}
				Settings.SilentWeapon = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 静音枪"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("静音枪", (object)Settings.SilentWeapon, "");
			}), false);
			DevConsole.AddCommand(Command.Create<bool?>("AutoReload", "自动上弹", "优先消耗后备弹药", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.AutoReload;
				}
				Settings.AutoReload = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 自动上弹"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("静音枪", (object)Settings.AutoReload, "");
			}), false);
			DevConsole.AddCommand(Command.Create<bool?>("InfClip", "无限弹夹容量", "无限弹夹容量", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.EnableInfiniteClip;
				}
				Settings.EnableInfiniteClip = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 无限弹夹容量"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("无限弹夹容量", (object)Settings.EnableInfiniteClip, "");
			}), false);
		}

		public override void OnGameDataInitialized()
		{
			EnemyDamagableLayerMask = 1 << LayerManager.LAYER_ENEMY_DAMAGABLE;
			BulletPiercingPassMask = LayerManager.MASK_BULLETWEAPON_PIERCING_PASS;
			BulletWeaponRayMask = LayerManager.MASK_BULLETWEAPON_RAY;
		}

		private static bool IsWeaponOwner(BulletWeapon bulletWeapon)
		{
			if ((Object)(object)bulletWeapon == (Object)null || (Object)(object)((Item)bulletWeapon).Owner == (Object)null)
			{
				return false;
			}
			return ((Item)bulletWeapon).Owner.Owner.IsLocal;
		}

		private static void SetupClearSight(GameObject baseGO, bool enable)
		{
			//IL_0097: Unknown result type (might be due to invalid IL or missing references)
			//IL_009c: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cb: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ce: Invalid comparison between Unknown and I4
			//IL_00d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d3: Invalid comparison between Unknown and I4
			//IL_00f7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fa: Invalid comparison between Unknown and I4
			//IL_010a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0103: Unknown result type (might be due to invalid IL or missing references)
			//IL_010f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0115: Unknown result type (might be due to invalid IL or missing references)
			foreach (Transform componentsInChild in baseGO.GetComponentsInChildren<Transform>())
			{
				string text = ((Object)componentsInChild).name.ToLowerInvariant();
				foreach (string clearSightCompName in ClearSightCompNames)
				{
					if (!text.Contains(clearSightCompName))
					{
						continue;
					}
					MeshRenderer component = ((Component)componentsInChild).gameObject.GetComponent<MeshRenderer>();
					if ((Object)(object)component == (Object)null)
					{
						continue;
					}
					Material material = ((Renderer)component).material;
					Shader shader = ((Renderer)component).material.shader;
					for (int i = 0; i < shader.GetPropertyCount(); i++)
					{
						string text2 = shader.GetPropertyName(i).ToLowerInvariant();
						ShaderPropertyType propertyType = shader.GetPropertyType(i);
						int propertyNameId = shader.GetPropertyNameId(i);
						foreach (string clearSightShaderProp in ClearSightShaderProps)
						{
							if (text2.Contains(clearSightShaderProp))
							{
								if ((int)propertyType == 2 || (int)propertyType == 3)
								{
									float num = (enable ? 0f : shader.GetPropertyDefaultFloatValue(i));
									material.SetFloat(propertyNameId, num);
								}
								else if ((int)propertyType == 1)
								{
									Vector4 val = (enable ? Vector4.zero : shader.GetPropertyDefaultVectorValue(i));
									material.SetVector(propertyNameId, val);
								}
							}
						}
					}
				}
			}
		}
	}
}
namespace Hikaria.AdminSystem.Features.Security
{
	[HideInModSettings]
	public class CConsoleCompatible : Feature
	{
		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private static class Inject_BlockJoiningNormalLobby
		{
			private static void Prefix(ref ulong checksum)
			{
				checksum = ~checksum;
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private static class Inject_BlockJoiningNormalLobby2
		{
			private static void Prefix()
			{
				if (SNet.GameRevision == CellBuildData.GetRevision())
				{
					SNet.GameRevision = ~SNet.GameRevision;
				}
			}

			private static void Postfix()
			{
				SNet.GameRevision = CellBuildData.GetRevision();
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private static class Inject_BlockJoiningNormalLobby3
		{
			private static void Prefix()
			{
				if (SNet.GameRevision == CellBuildData.GetRevision())
				{
					SNet.GameRevision = ~SNet.GameRevision;
				}
			}

			private static void Postfix()
			{
				SNet.GameRevision = CellBuildData.GetRevision();
			}
		}

		public override string Name => "CConsole 兼容";

		public override FeatureGroup Group => EntryPoint.Groups.Security;
	}
}
namespace Hikaria.AdminSystem.Features.Player
{
	[DoNotSaveToConfig]
	[EnableFeatureByDefault]
	[DisallowInGameToggle]
	internal class DisableStamina : Feature
	{
		public class DisableStaminaSettings
		{
			[FSDisplayName("禁用心率")]
			public bool DisableStamina { get; set; }

			[FSDisplayName("禁用附近敌人对自身移动速度的影响")]
			public bool DisableNearByEnemyMoveSpeedMultiplier { get; set; }
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class PlayerStamina_LateUpdate_Patch
		{
			private static void Postfix(PlayerStamina __instance)
			{
				if (__instance.m_owner.Owner.IsLocal && Settings.DisableStamina)
				{
					__instance.ResetStamina();
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class PlayerEnemyCollision_FindNearbyEnemiesMovementReduction_Patch
		{
			private static void Postfix(PlayerEnemyCollision __instance, ref float __result)
			{
				if (__instance.m_owner.Owner.IsLocal && Settings.DisableNearByEnemyMoveSpeedMultiplier)
				{
					__result = 1f;
				}
			}
		}

		public override string Name => "禁用心率系统";

		public override string Description => "启用以禁用心率系统";

		public override FeatureGroup Group => EntryPoint.Groups.Player;

		[FeatureConfig]
		public static DisableStaminaSettings Settings { get; private set; }

		public override void Init()
		{
			DevConsole.AddCommand(Command.Create<bool?>("DisableStamina", "禁用心率", "禁用心率", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.DisableStamina;
				}
				Settings.DisableStamina = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 禁用心率"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("禁用心率", (object)Settings.DisableStamina, "");
			}), false);
			DevConsole.AddCommand(Command.Create<bool?>("DisableNearByEnemyMoveSpeedMultiplier", "禁用附近敌人对自身移动速度的影响", "禁用附近敌人对自身移动速度的影响", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.DisableNearByEnemyMoveSpeedMultiplier;
				}
				Settings.DisableNearByEnemyMoveSpeedMultiplier = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 禁用附近敌人对自身移动速度的影响"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("禁用附近敌人对自身移动速度的影响", (object)Settings.DisableNearByEnemyMoveSpeedMultiplier, "");
			}), false);
		}
	}
	[DoNotSaveToConfig]
	public class GodMode : Feature, IOnSessionMemberChanged
	{
		public class GodModeSettings
		{
			[FSDisplayName("玩家设置")]
			[FSReadOnly(true)]
			[FSInline]
			public List<GodModeEntry> PlayerSettings
			{
				get
				{
					return GodModeLookup.Values.ToList();
				}
				set
				{
				}
			}
		}

		public class GodModeEntry
		{
			[FSDisplayName("昵称")]
			[FSSeparator]
			[FSReadOnly(true)]
			public string NickName
			{
				get
				{
					SNet_Player val = default(SNet_Player);
					if (SNet.TryGetPlayer(Lookup, ref val))
					{
						return val.NickName;
					}
					return Lookup.ToString();
				}
				set
				{
				}
			}

			[FSIgnore]
			public ulong Lookup { get; set; }

			[FSDisplayName("忽略所有伤害")]
			public bool IgnoreAllDamage { get; set; }

			[FSDisplayName("忽略感染")]
			public bool IgnoreInfection { get; set; }

			[FSDisplayName("无法倒地")]
			public bool CannotDie { get; set; }
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class PlayerLocomotion__ChangeState__Patch
		{
			private static void Postfix(PlayerLocomotion __instance, PLOC_State state)
			{
				//IL_0000: Unknown result type (might be due to invalid IL or missing references)
				//IL_0007: Invalid comparison between Unknown and I4
				//IL_0034: Unknown result type (might be due to invalid IL or missing references)
				//IL_0036: Invalid comparison between Unknown and I4
				//IL_0040: Unknown result type (might be due to invalid IL or missing references)
				if ((int)GameStateManager.CurrentStateName == 10)
				{
					PlayerAgent owner = __instance.m_owner;
					ulong lookup = owner.Owner.Lookup;
					if (GodModeLookup.TryGetValue(lookup, out var value) && value.CannotDie && (int)state == 7)
					{
						AgentReplicatedActions.PlayerReviveAction(owner, (PlayerAgent)(object)AdminUtils.LocalPlayerAgent, ((Agent)owner).Position);
						DevConsole.Log((object)("<color=green>已复活玩家 " + owner.PlayerName + "</color>"));
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Dam_PlayerDamageBase__ReceiveSetHealth__Patch
		{
			private static void Prefix(Dam_PlayerDamageBase __instance, ref pSetHealthData data)
			{
				//IL_0000: Unknown result type (might be due to invalid IL or missing references)
				//IL_0007: Invalid comparison between Unknown and I4
				//IL_004f: Unknown result type (might be due to invalid IL or missing references)
				if ((int)GameStateManager.CurrentStateName == 10)
				{
					ulong lookup = __instance.Owner.Owner.Lookup;
					if (GodModeLookup.TryGetValue(lookup, out var value) && value.IgnoreAllDamage)
					{
						((SFloat16)(ref data.health)).Set(25f, 25f);
						((Dam_SyncedDamageBase)__instance).m_setHealthPacket.Send(data, (SNet_ChannelType)4);
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Dam_PlayerDamageBase__ReceiveSetDead__Patch
		{
			private static bool Prefix(Dam_PlayerDamageBase __instance, ref pSetDeadData data)
			{
				PlayerAgent owner = __instance.Owner;
				ulong lookup = owner.Owner.Lookup;
				if (!GodModeLookup.TryGetValue(lookup, out var value) || !value.CannotDie)
				{
					return true;
				}
				if (owner.Owner.IsLocal || SNet.IsMaster)
				{
					return false;
				}
				return true;
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Dam_PlayerDamageLocal__ReceiveSetHealth__Patch
		{
			private static void Prefix(Dam_PlayerDamageLocal __instance, ref pSetHealthData data)
			{
				//IL_0000: Unknown result type (might be due to invalid IL or missing references)
				//IL_0007: Invalid comparison between Unknown and I4
				//IL_004f: Unknown result type (might be due to invalid IL or missing references)
				if ((int)GameStateManager.CurrentStateName == 10)
				{
					ulong lookup = ((Dam_PlayerDamageBase)__instance).Owner.Owner.Lookup;
					if (GodModeLookup.TryGetValue(lookup, out var value) && value.IgnoreAllDamage)
					{
						((SFloat16)(ref data.health)).Set(25f, 25f);
						((Dam_SyncedDamageBase)__instance).m_setHealthPacket.Send(data, (SNet_ChannelType)4);
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Dam_PlayerDamageLocal__ReceiveSetDead__Patch
		{
			private static bool Prefix(Dam_PlayerDamageLocal __instance)
			{
				//IL_0039: Unknown result type (might be due to invalid IL or missing references)
				ulong lookup = ((Dam_PlayerDamageBase)__instance).Owner.Owner.Lookup;
				if (!GodModeLookup.TryGetValue(lookup, out var value) || !value.CannotDie)
				{
					return true;
				}
				AgentReplicatedActions.PlayerReviveAction((PlayerAgent)(object)AdminUtils.LocalPlayerAgent, (PlayerAgent)(object)AdminUtils.LocalPlayerAgent, ((Agent)AdminUtils.LocalPlayerAgent).Position);
				return false;
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Dam_PlayerDamageLocal__ModifyInfection__Patch
		{
			private static void Prefix(Dam_PlayerDamageLocal __instance, ref pInfection data)
			{
				//IL_0036: Unknown result type (might be due to invalid IL or missing references)
				//IL_003d: 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)
				ulong lookup = ((Dam_PlayerDamageBase)__instance).Owner.Owner.Lookup;
				if (GodModeLookup.TryGetValue(lookup, out var value) && value.IgnoreInfection)
				{
					data.amount = 0f;
					data.mode = (pInfectionMode)0;
					data.effect = (pInfectionEffect)0;
					((Dam_PlayerDamageBase)__instance).m_receiveModifyInfectionPacket.Send(data, (SNet_ChannelType)4);
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Dam_PlayerDamageBase__ReceiveModifyInfection__Patch
		{
			private static void Prefix(Dam_PlayerDamageBase __instance, ref pInfection data)
			{
				//IL_0036: Unknown result type (might be due to invalid IL or missing references)
				//IL_003d: 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)
				ulong lookup = __instance.Owner.Owner.Lookup;
				if (GodModeLookup.TryGetValue(lookup, out var value) && value.IgnoreInfection)
				{
					data.amount = 0f;
					data.mode = (pInfectionMode)0;
					data.effect = (pInfectionEffect)0;
					__instance.m_receiveModifyInfectionPacket.Send(data, (SNet_ChannelType)4);
				}
			}
		}

		public override string Name => "无敌模式";

		public override FeatureGroup Group => EntryPoint.Groups.Player;

		public static Dictionary<ulong, GodModeEntry> GodModeLookup { get; set; } = new Dictionary<ulong, GodModeEntry>();


		[FeatureConfig]
		public static GodModeSettings Settings { get; set; }

		public override void Init()
		{
			GameEventAPI.RegisterSelf<GodMode>(this);
			DevConsole.AddCommand(Command.Create<int, bool?>("IgnoreAllDamage", "无敌", "无敌", Parameter.Create("Slot", "玩家所在槽位"), Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<int, bool?>)delegate(int slot, bool? enable)
			{
				if (!AdminUtils.TryGetPlayerAgentFromSlotIndex(slot, out var player3) || !GodModeLookup.TryGetValue(player3.Owner.Lookup, out var value3))
				{
					DevConsole.LogError((object)"输入有误");
				}
				else
				{
					if (!enable.HasValue)
					{
						enable = value3.IgnoreAllDamage;
					}
					value3.IgnoreAllDamage = enable.Value;
					DevConsole.LogSuccess((object)$"已{(enable.Value ? "启用" : "禁用")} {player3.Owner.NickName} 无敌模式");
				}
			}, (Action)null), false);
			DevConsole.AddCommand(Command.Create<int, bool?>("IgnoreInfection", "免毒", "免毒", Parameter.Create("Slot", "玩家所在槽位"), Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<int, bool?>)delegate(int slot, bool? enable)
			{
				if (!AdminUtils.TryGetPlayerAgentFromSlotIndex(slot, out var player2) || !GodModeLookup.TryGetValue(player2.Owner.Lookup, out var value2))
				{
					DevConsole.LogError((object)"输入有误");
				}
				else
				{
					if (!enable.HasValue)
					{
						enable = value2.IgnoreInfection;
					}
					value2.IgnoreInfection = enable.Value;
					DevConsole.LogSuccess((object)$"已{(enable.Value ? "启用" : "禁用")} {player2.Owner.NickName} 免毒");
				}
			}, (Action)null), false);
			DevConsole.AddCommand(Command.Create<int, bool?>("CannotDie", "无法倒地", "无法倒地", Parameter.Create("Slot", "玩家所在槽位"), Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<int, bool?>)delegate(int slot, bool? enable)
			{
				if (!AdminUtils.TryGetPlayerAgentFromSlotIndex(slot, out var player) || !GodModeLookup.TryGetValue(player.Owner.Lookup, out var value))
				{
					DevConsole.LogError((object)"输入有误");
				}
				else
				{
					if (!enable.HasValue)
					{
						enable = value.CannotDie;
					}
					value.CannotDie = enable.Value;
					DevConsole.LogSuccess((object)$"已{(enable.Value ? "启用" : "禁用")} {player.Owner.NickName} 无法倒地");
				}
			}, (Action)null), false);
		}

		public override void OnGameStateChanged(int state)
		{
			if ((byte)state != 11)
			{
				return;
			}
			foreach (GodModeEntry value in GodModeLookup.Values)
			{
				value.IgnoreAllDamage = false;
				value.IgnoreInfection = false;
				value.CannotDie = false;
			}
		}

		public void OnSessionMemberChanged(SNet_Player player, SessionMemberEvent playerEvent)
		{
			//IL_0000: Unknown result type (might be due to invalid IL or missing references)
			//IL_003d: Unknown result type (might be due to invalid IL or missing references)
			//IL_003f: Invalid comparison between Unknown and I4
			if ((int)playerEvent == 0)
			{
				GodModeEntry value = new GodModeEntry
				{
					Lookup = player.Lookup,
					IgnoreAllDamage = false,
					IgnoreInfection = false,
					CannotDie = false
				};
				GodModeLookup.TryAdd(player.Lookup, value);
			}
			else if ((int)playerEvent == 1)
			{
				if (player.IsLocal)
				{
					GodModeLookup.Clear();
				}
				else
				{
					GodModeLookup.Remove(player.Lookup);
				}
			}
		}
	}
	[DoNotSaveToConfig]
	public class InfiniteResource : Feature, IOnSessionMemberChanged
	{
		public class InfiniteResourceSettings
		{
			[FSDisplayName("玩家设置")]
			[FSReadOnly(true)]
			public List<InfiniteResourceEntry> PlayerSettings
			{
				get
				{
					return InfResourceLookup.Values.ToList();
				}
				set
				{
				}
			}
		}

		public class InfiniteResourceEntry
		{
			[FSSeparator]
			[FSDisplayName("昵称")]
			[FSReadOnly(true)]
			public string NickName
			{
				get
				{
					SNet_Player val = default(SNet_Player);
					if (SNet.TryGetPlayer(Lookup, ref val))
					{
						return val.NickName;
					}
					return Lookup.ToString();
				}
				set
				{
				}
			}

			[FSIgnore]
			public ulong Lookup { get; set; }

			[FSDisplayName("无限资源")]
			public bool InfResource { get; set; }

			[FSDisplayName("禁用资源")]
			[FSDescription("对自身没用")]
			public bool NoResource { get; set; }

			[FSDisplayName("无限哨戒炮")]
			public bool InfSentry { get; set; }

			[FSDisplayName("强制部署")]
			[FSDescription("对自身没用")]
			public bool ForceDeploy { get; set; }
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class PlayerBackpack__SetDeployed__Patch
		{
			private static void Prefix(PlayerBackpack __instance, InventorySlot slot, ref bool mode)
			{
				//IL_000a: Unknown result type (might be due to invalid IL or missing references)
				//IL_000c: Invalid comparison between Unknown and I4
				//IL_0036: Unknown result type (might be due to invalid IL or missing references)
				//IL_004b: Unknown result type (might be due to invalid IL or missing references)
				//IL_004c: Unknown result type (might be due to invalid IL or missing references)
				//IL_0054: Unknown result type (might be due to invalid IL or missing references)
				//IL_0063: Unknown result type (might be due to invalid IL or missing references)
				if (Feature.CurrentGameState == 10 && (int)slot == 3 && mode)
				{
					SNet_Player owner = __instance.Owner;
					if (InfResourceLookup[owner.Lookup].InfSentry)
					{
						mode = false;
						pInventoryItemStatus val = default(pInventoryItemStatus);
						((pPlayer)(ref val.sourcePlayer)).SetPlayer(owner);
						val.slot = slot;
						val.status = (eInventoryItemStatus)0;
						PlayerBackpackManager.Current.m_itemStatusSync.Send(val, (SNet_ChannelType)4);
						((Il2CppObjectBase)owner.PlayerAgent).Cast<PlayerAgent>().GiveAmmoRel((PlayerAgent)(object)AdminUtils.LocalPlayerAgent, 0f, 0f, 1f);
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class SentryGunInstance_Firing_Bullets__UpdateAmmo__Patch
		{
			private static void Prefix(SentryGunInstance_Firing_Bullets __instance, ref int bullets)
			{
				if (Feature.CurrentGameState != 10)
				{
					return;
				}
				SentryGunInstance val = ((Il2CppObjectBase)__instance.m_core).Cast<SentryGunInstance>();
				if (!((Object)(object)((Item)val).Owner == (Object)null))
				{
					SNet_Player owner = __instance.m_core.Owner.Owner;
					_ = owner.Lookup;
					if (InfResourceLookup[owner.Lookup].InfResource)
					{
						int num = (int)(val.AmmoMaxCap / val.CostOfBullet);
						int num2 = (int)(val.Ammo / val.CostOfBullet);
						bullets = num - num2;
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class PlayerAmmoStorage__UpdateBulletsInPack__Patch
		{
			private static void Prefix(PlayerAmmoStorage __instance, AmmoType ammoType, ref int bulletCount)
			{
				//IL_002f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0039: Unknown result type (might be due to invalid IL or missing references)
				//IL_003b: Invalid comparison between Unknown and I4
				//IL_0053: Unknown result type (might be due to invalid IL or missing references)
				//IL_0055: Invalid comparison between Unknown and I4
				//IL_003e: Unknown result type (might be due to invalid IL or missing references)
				//IL_006d: Unknown result type (might be due to invalid IL or missing references)
				//IL_006f: Invalid comparison between Unknown and I4
				//IL_0058: Unknown result type (might be due to invalid IL or missing references)
				//IL_0072: Unknown result type (might be due to invalid IL or missing references)
				if (Feature.CurrentGameState != 10)
				{
					return;
				}
				SNet_Player owner = __instance.m_playerBackpack.Owner;
				if (InfResourceLookup[owner.Lookup].InfResource)
				{
					int num = (bulletCount = __instance.GetBulletMaxCap(ammoType));
					if ((int)ammoType == 3)
					{
						__instance.SetAmmo(ammoType, (float)num * __instance.ResourcePackAmmo.CostOfBullet);
					}
					else if ((int)ammoType == 2)
					{
						__instance.SetAmmo(ammoType, (float)num * __instance.ClassAmmo.CostOfBullet);
					}
					else if ((int)ammoType == 5)
					{
						__instance.SetAmmo(ammoType, (float)num * __instance.ConsumableAmmo.CostOfBullet);
					}
				}
			}

			private static void Postfix(PlayerAmmoStorage __instance)
			{
				//IL_0025: Unknown result type (might be due to invalid IL or missing references)
				//IL_002a: Unknown result type (might be due to invalid IL or missing references)
				//IL_0051: Unknown result type (might be due to invalid IL or missing references)
				SNet_Player owner = __instance.m_playerBackpack.Owner;
				if (InfResourceLookup[owner.Lookup].InfResource)
				{
					pAmmoStorageData storageData = __instance.GetStorageData();
					__instance.m_playerBackpack.OnStorageUpdatedCallback?.Invoke(__instance.m_playerBackpack);
					PlayerBackpackManager.Current.m_ammoStoragePacket.Send(storageData, (SNet_ChannelType)2);
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class SentryGunInstance_Sync__OnTargetingData__Patch
		{
			private static void Postfix(SentryGunInstance_Sync __instance)
			{
				if (Feature.CurrentGameState == 10 && !SNet.IsMaster)
				{
					SentryGunInstance val = ((Il2CppObjectBase)__instance.m_core).Cast<SentryGunInstance>();
					SNet_Player owner = ((Item)val).Owner.Owner;
					if (InfResourceLookup.TryGetValue(owner.Lookup, out var value) && value.InfResource)
					{
						int num = (int)(val.AmmoMaxCap / val.CostOfBullet);
						__instance.ForceReliableAmmoUpdate((float)num);
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class PlayerBackpackManager__ReceiveAmmoSync__Patch
		{
			private static void Prefix(ref pAmmoStorageData data)
			{
				SNet_Player val = default(SNet_Player);
				PlayerBackpack val2 = default(PlayerBackpack);
				if (Feature.CurrentGameState == 10 && SNet.Core.TryGetPlayer(data.PlayerLookup, ref val, false) && PlayerBackpackManager.TryGetBackpack(val, ref val2) && InfResourceLookup.TryGetValue(val.Lookup, out var value))
				{
					if (value.InfResource)
					{
						((DevFloat32)(ref data.standardAmmo)).Set(val2.AmmoStorage.StandardAmmo.AmmoMaxCap + (float)val2.AmmoStorage.StandardAmmo.BulletClipSize * val2.AmmoStorage.StandardAmmo.CostOfBullet, 500f);
						((DevFloat32)(ref data.specialAmmo)).Set(val2.AmmoStorage.SpecialAmmo.AmmoMaxCap + (float)val2.AmmoStorage.SpecialAmmo.BulletClipSize * val2.AmmoStorage.SpecialAmmo.CostOfBullet, 500f);
						((DevFloat32)(ref data.classAmmo)).Set(val2.AmmoStorage.ClassAmmo.AmmoMaxCap, 500f);
						((DevFloat32)(ref data.resourcePackAmmo)).Set(val2.AmmoStorage.ResourcePackAmmo.AmmoMaxCap, 500f);
						((DevFloat32)(ref data.consumableAmmo)).Set(val2.AmmoStorage.ConsumableAmmo.AmmoMaxCap, 500f);
					}
					else if (value.NoResource)
					{
						((DevFloat32)(ref data.standardAmmo)).Set(-500f, 500f);
						((DevFloat32)(ref data.specialAmmo)).Set(-500f, 500f);
						((DevFloat32)(ref data.classAmmo)).Set(-500f, 500f);
						((DevFloat32)(ref data.resourcePackAmmo)).Set(-500f, 500f);
						((DevFloat32)(ref data.consumableAmmo)).Set(-500f, 500f);
					}
				}
			}

			private static void Postfix(ref pAmmoStorageData data)
			{
				//IL_0059: 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)
				//IL_0087: Unknown result type (might be due to invalid IL or missing references)
				//IL_0090: Unknown result type (might be due to invalid IL or missing references)
				//IL_009f: Unknown result type (might be due to invalid IL or missing references)
				//IL_00aa: Unknown result type (might be due to invalid IL or missing references)
				//IL_00b9: 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)
				//IL_00d3: Unknown result type (might be due to invalid IL or missing references)
				//IL_00de: Unknown result type (might be due to invalid IL or missing references)
				//IL_00ed: Unknown result type (might be due to invalid IL or missing references)
				SNet_Player val = default(SNet_Player);
				PlayerBackpack val2 = default(PlayerBackpack);
				if (Feature.CurrentGameState != 10 || !SNet.Core.TryGetPlayer(data.PlayerLookup, ref val, false) || !PlayerBackpackManager.TryGetBackpack(val, ref val2) || !InfResourceLookup.TryGetValue(val.Lookup, out var value))
				{
					return;
				}
				if (value.InfResource || value.NoResource)
				{
					PlayerBackpackManager.Current.m_ammoStoragePacket.Send(data, (SNet_ChannelType)2);
				}
				if (value.ForceDeploy)
				{
					pInventoryItemStatus val3 = default(pInventoryItemStatus);
					((pPlayer)(ref val3.sourcePlayer)).SetPlayer(val);
					val3.status = (eInventoryItemStatus)1;
					val3.slot = (InventorySlot)10;
					PlayerBackpackManager.Current.m_itemStatusSync.Send(val3, (SNet_ChannelType)4, val);
					val3.slot = (InventorySlot)1;
					PlayerBackpackManager.Current.m_itemStatusSync.Send(val3, (SNet_ChannelType)4, val);
					val3.slot = (InventorySlot)2;
					PlayerBackpackManager.Current.m_itemStatusSync.Send(val3, (SNet_ChannelType)4, val);
					val3.slot = (InventorySlot)3;
					PlayerBackpackManager.Current.m_itemStatusSync.Send(val3, (SNet_ChannelType)4, val);
					if (AdminUtils.TryGetPlayerAgentFromSlotIndex(val.PlayerSlotIndex(), out var player))
					{
						player.Sync.WantsToWieldSlot((InventorySlot)0, false);
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class PlayerSync__SyncInventoryStatus__Patch
		{
			private static void Postfix(PlayerSync __instance, pInventoryStatus data)
			{
				//IL_0052: Unknown result type (might be due to invalid IL or missing references)
				//IL_0053: Unknown result type (might be due to invalid IL or missing references)
				if (Feature.CurrentGameState == 10 && !((Object)(object)__instance.m_agent == (Object)null) && !((Object)(object)__instance.m_agent.Owner == (Object)null) && InfResourceLookup.TryGetValue(__instance.m_agent.Owner.Lookup, out var value) && value.ForceDeploy && (int)data.wieldedSlot != 0)
				{
					__instance.WantsToWieldSlot((InventorySlot)0, false);
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class PlayerBackpackManager__SendLocalAmmoData__Patch
		{
			private static void Prefix()
			{
				//IL_002f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0034: Unknown result type (might be due to invalid IL or missing references)
				if (Feature.CurrentGameState == 10 && InfResourceLookup[SNet.LocalPlayer.Lookup].InfResource)
				{
					pAmmoStorageData storageData = PlayerBackpackManager.LocalBackpack.AmmoStorage.GetStorageData();
					if (PlayerBackpackManager.LocalBackpack.AmmoStorage.GetBulletsInPack((AmmoType)0) < PlayerBackpackManager.LocalBackpack.AmmoStorage.GetBulletMaxCap((AmmoType)0))
					{
						((DevFloat32)(ref storageData.standardAmmo)).Set(PlayerBackpackManager.LocalBackpack.AmmoStorage.StandardAmmo.AmmoMaxCap, 500f);
					}
					if (PlayerBackpackManager.LocalBackpack.AmmoStorage.GetBulletsInPack((AmmoType)1) < PlayerBackpackManager.LocalBackpack.AmmoStorage.GetBulletMaxCap((AmmoType)1))
					{
						((DevFloat32)(ref storageData.specialAmmo)).Set(PlayerBackpackManager.LocalBackpack.AmmoStorage.SpecialAmmo.AmmoMaxCap, 500f);
					}
					PlayerBackpackManager.LocalBackpack.AmmoStorage.SetStorageData(ref storageData);
				}
			}
		}

		public override string Name => "无限资源";

		public override FeatureGroup Group => EntryPoint.Groups.Player;

		[FeatureConfig]
		public static InfiniteResourceSettings Settings { get; set; }

		public static Dictionary<ulong, InfiniteResourceEntry> InfResourceLookup { get; set; } = new Dictionary<ulong, InfiniteResourceEntry>();


		public override void Init()
		{
			GameEventAPI.RegisterSelf<InfiniteResource>(this);
			DevConsole.AddCommand(Command.Create<int, bool?>("InfResource", "无限资源", "无限资源", Parameter.Create("Slot", "玩家所在槽位"), Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<int, bool?>)delegate(int slot, bool? enable)
			{
				if (!AdminUtils.TryGetPlayerAgentFromSlotIndex(slot, out var player4) || !InfResourceLookup.TryGetValue(player4.Owner.Lookup, out var value4))
				{
					DevConsole.LogError((object)"输入有误");
				}
				else
				{
					if (!enable.HasValue)
					{
						enable = value4.InfResource;
					}
					value4.InfResource = enable.Value;
					DevConsole.LogSuccess((object)$"已{(enable.Value ? "启用" : "禁用")} {player4.Owner.NickName} 无限资源");
				}
			}, (Action)null), false);
			DevConsole.AddCommand(Command.Create<int, bool?>("NoResource", "禁用资源", "禁用资源", Parameter.Create("Slot", "玩家所在槽位"), Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<int, bool?>)delegate(int slot, bool? enable)
			{
				if (!AdminUtils.TryGetPlayerAgentFromSlotIndex(slot, out var player3) || !InfResourceLookup.TryGetValue(player3.Owner.Lookup, out var value3))
				{
					DevConsole.LogError((object)"输入有误");
				}
				else
				{
					if (!enable.HasValue)
					{
						enable = value3.NoResource;
					}
					value3.NoResource = enable.Value;
					DevConsole.LogSuccess((object)$"已{(enable.Value ? "启用" : "禁用")} {player3.Owner.NickName} 禁用资源");
				}
			}, (Action)null), false);
			DevConsole.AddCommand(Command.Create<int, bool?>("InfSentry", "无限哨戒炮", "无限哨戒炮", Parameter.Create("Slot", "玩家所在槽位"), Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<int, bool?>)delegate(int slot, bool? enable)
			{
				if (!AdminUtils.TryGetPlayerAgentFromSlotIndex(slot, out var player2) || !InfResourceLookup.TryGetValue(player2.Owner.Lookup, out var value2))
				{
					DevConsole.LogError((object)"输入有误");
				}
				else
				{
					if (!enable.HasValue)
					{
						enable = value2.InfSentry;
					}
					value2.InfSentry = enable.Value;
					DevConsole.LogSuccess((object)$"已{(enable.Value ? "启用" : "禁用")} {player2.Owner.NickName} 无限哨戒炮");
				}
			}, (Action)null), false);
			DevConsole.AddCommand(Command.Create<int, bool?>("ForceDeploy", "强制部署", "强制部署", Parameter.Create("Slot", "玩家所在槽位"), Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<int, bool?>)delegate(int slot, bool? enable)
			{
				if (!AdminUtils.TryGetPlayerAgentFromSlotIndex(slot, out var player) || !InfResourceLookup.TryGetValue(player.Owner.Lookup, out var value))
				{
					DevConsole.LogError((object)"输入有误");
				}
				else
				{
					if (!enable.HasValue)
					{
						enable = value.ForceDeploy;
					}
					value.ForceDeploy = enable.Value;
					DevConsole.LogSuccess((object)$"已{(enable.Value ? "启用" : "禁用")} {player.Owner.NickName} 强制部署");
				}
			}, (Action)null), false);
		}

		public void OnSessionMemberChanged(SNet_Player player, SessionMemberEvent playerEvent)
		{
			//IL_0000: Unknown result type (might be due to invalid IL or missing references)
			//IL_0044: Unknown result type (might be due to invalid IL or missing references)
			//IL_0046: Invalid comparison between Unknown and I4
			if ((int)playerEvent == 0)
			{
				InfiniteResourceEntry value = new InfiniteResourceEntry
				{
					Lookup = player.Lookup,
					InfResource = false,
					InfSentry = false,
					NoResource = false,
					ForceDeploy = false
				};
				InfResourceLookup.TryAdd(player.Lookup, value);
			}
			else if ((int)playerEvent == 1)
			{
				if (player.IsLocal)
				{
					InfResourceLookup.Clear();
				}
				else
				{
					InfResourceLookup.Remove(player.Lookup);
				}
			}
		}

		public override void OnGameStateChanged(int state)
		{
			if ((byte)state != 11)
			{
				return;
			}
			foreach (InfiniteResourceEntry playerSetting in Settings.PlayerSettings)
			{
				playerSetting.NoResource = false;
				playerSetting.InfResource = false;
				playerSetting.InfSentry = false;
				playerSetting.ForceDeploy = false;
			}
		}
	}
	[EnableFeatureByDefault]
	[DisallowInGameToggle]
	[DoNotSaveToConfig]
	public class MiniMapWarp : Feature
	{
		public class MiniMapWarpSettings
		{
			[FSDisplayName("小地图传送")]
			public bool EnableMiniMapWarp { get; set; }
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		public class CM_LagePageMap__DrawWithPixels__Patch
		{
			private static void Postfix(SNet_Player player, Vector2 pos)
			{
				//IL_001b: 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_0032: Unknown result type (might be due to invalid IL or missing references)
				//IL_0045: 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_004c: Unknown result type (might be due to invalid IL or missing references)
				//IL_0088: Unknown result type (might be due to invalid IL or missing references)
				//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
				//IL_00bc: Unknown result type (might be due to invalid IL or missing references)
				if (Settings.EnableMiniMapWarp)
				{
					PlayerAgent val = ((Il2CppObjectBase)player.PlayerAgent).Cast<PlayerAgent>();
					Vector3 val2 = default(Vector3);
					((Vector3)(ref val2))..ctor(pos.x / CM_PageMap.WorldToUIDisScale, ((Agent)val).Position.y, pos.y / CM_PageMap.WorldToUIDisScale);
					val.RequestWarpToSync(((Agent)val).DimensionIndex, val2, ((Agent)val).TargetLookDir, (WarpOptions)2);
					DevConsole.Log((object)$"<color=orange>{val.PlayerName} 已传送至 ({(int)val2.x},{(int)val2.y},{(int)val2.z})</color>");
				}
			}
		}

		public override string Name => "小地图传送";

		public override string Description => "玩家通过点击小地图传送到点击位置";

		[FeatureConfig]
		public static MiniMapWarpSettings Settings { get; set; }

		public override FeatureGroup Group => EntryPoint.Groups.Player;

		public override void Init()
		{
			DevConsole.AddCommand(Command.Create<bool?>("MiniMapWarp", "小地图传送", "小地图传送", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.EnableMiniMapWarp;
				}
				Settings.EnableMiniMapWarp = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 小地图传送"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("小地图传送", (object)Settings.EnableMiniMapWarp, "");
			}), false);
		}

		public override void OnGameStateChanged(int state)
		{
			if ((byte)state == 11)
			{
				Settings.EnableMiniMapWarp = false;
			}
		}
	}
	[EnableFeatureByDefault]
	[DisallowInGameToggle]
	[DoNotSaveToConfig]
	public class NoCameraShake : Feature
	{
		public class NoCameraShakeSettings
		{
			[FSDisplayName("无视角抖动")]
			public bool EnableNoCamerShake { get; set; }
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class FPSCamera_AddHitReact_Patch
		{
			private static bool Prefix()
			{
				return !Settings.EnableNoCamerShake;
			}
		}

		public override string Name => "无视角抖动";

		public override string Description => "禁用受到伤害时视角抖动";

		public override bool InlineSettingsIntoParentMenu => true;

		public override FeatureGroup Group => EntryPoint.Groups.Player;

		[FeatureConfig]
		public static NoCameraShakeSettings Settings { get; set; }

		public override void Init()
		{
			DevConsole.AddCommand(Command.Create<bool?>("NoCamerShake", "无视角抖动", "无视角抖动", Parameter.Create("Enable", "True: 启用, False: 禁用"), (Action<bool?>)delegate(bool? enable)
			{
				if (!enable.HasValue)
				{
					enable = !Settings.EnableNoCamerShake;
				}
				Settings.EnableNoCamerShake = enable.Value;
				DevConsole.LogSuccess((object)("已" + (enable.Value ? "启用" : "禁用") + " 无视角抖动"));
			}, (Action)delegate
			{
				DevConsole.LogVariable("无视角抖动", (object)Settings.EnableNoCamerShake, "");
			}), false);
		}
	}
	[EnableFeatureByDefault]
	[DisallowInGameToggle]
	[DoNotSaveToConfig]
	public class Noclip : Feature
	{
		public class NoClipSettings
		{
			[FSDisplayName("启用穿墙")]
			public bool EnableNoClip
			{
				get
				{
					return NoclipHandler.FreecamEnabled;
				}
				set
				{
					if (Feature.CurrentGameState == 10)
					{
						if (value)
						{
							NoclipHandler.SetEnable();
						}
						else
						{
							NoclipHandler.SetDisable();
						}
					}
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class LocalPlayerAgent_Setup_Patch
		{
			private static void Postfix(LocalPlayerAgent __instance)
			{
				if ((Object)(object)((Component)__instance).GetComponent<NoclipHandler>() == (Object)null)
				{
					((Component)__instance).gameObject.AddComponent<NoclipHandler>();
				}
			}
		}

		private class NoclipHandler : MonoBehaviour
		{
			public static NoclipHandler Instance;

			public static Vector3 rot = Vector3.zero;

			public static float rotSpeed = 5f;

			public static float moveSpeed = 8f;

			private PlayerLocomotion _Locomotion;

			private PlayerAgent _LocalPlayer;

			private FPSCamera _FPSCam;

			private FPSCameraHolder _FPSCamHolder;

			private AIG_CourseNode _LastNode;

			public static bool FreecamEnabled { get; private set; }

			private static bool CanUpdate
			{
				get
				{
					//IL_0000: Unknown result type (might be due to invalid IL or missing references)
					//IL_0007: Invalid comparison between Unknown and I4
					//IL_0015: Unknown result type (might be due to invalid IL or missing references)
					//IL_001b: Invalid comparison between Unknown and I4
					if ((int)GameStateManager.CurrentStateName == 10 && !DevConsole.IsOpen)
					{
						return (int)GuiManager.Current.m_lastFocusState == 4;
					}
					return false;
				}
			}

			private void Awake()
			{
				Instance = this;
				_LocalPlayer = (PlayerAgent)(object)AdminUtils.LocalPlayerAgent;
				_Locomotion = _LocalPlayer.Locomotion;
				_FPSCam = _LocalPlayer.FPSCamera;
				_FPSCamHolder = _FPSCam.m_holder;
			}

			private void Update()
			{
				//IL_0047: Unknown result type (might be due to invalid IL or missing references)
				//IL_004d: Unknown result type (might be due to invalid IL or missing references)
				//IL_006d: Unknown result type (might be due to invalid IL or missing references)
				//IL_0073: Unknown result type (might be due to invalid IL or missing references)
				//IL_007e: Unknown result type (might be due to invalid IL or missing references)
				if (FreecamEnabled && !((Object)(object)_LocalPlayer == (Object)null) && CanUpdate)
				{
					UpdateMovement();
					Transform transform = ((Component)_LocalPlayer).transform;
					_Locomotion.m_owner.m_movingCuller.UpdatePosition(((Agent)_LocalPlayer).DimensionIndex, transform.position);
					_Locomotion.m_owner.Sync.SendLocomotion(_Locomotion.m_currentStateEnum, transform.position, _FPSCam.Forward, 0f, 0f);
				}
			}

			private void LateUpdate()
			{
				//IL_0035: Unknown result type (might be due to invalid IL or missing references)
				if (FreecamEnabled && !((Object)(object)_LocalPlayer == (Object)null) && CanUpdate)
				{
					_LocalPlayer.PlayerCharacterController.m_smoothPosition = ((Component)_LocalPlayer).transform.position;
				}
			}

			private void FixedUpdate()
			{
				//IL_002a: 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_005a: Unknown result type (might be due to invalid IL or missing references)
				//IL_0061: Unknown result type (might be due to invalid IL or missing references)
				RaycastHit val = default(RaycastHit);
				AIG_CourseNode val2 = default(AIG_CourseNode);
				if (!FreecamEnabled || (Object)(object)_LocalPlayer == (Object)null || !CanUpdate || !Physics.Raycast(((Component)_LocalPlayer).transform.position, Vector3.down, ref val, float.MaxValue, LayerManager.MASK_NODE_GENERATION) || !AIG_CourseNode.TryGetCourseNode(GameObjectDimensionExtensions.GetDimension(((Component)_LocalPlayer).gameObject).DimensionIndex, ((RaycastHit)(ref val)).point, 1f, ref val2) || (_LastNode != null && _LastNode.NodeID == val2.NodeID))
				{
					return;
				}
				((Agent)_LocalPlayer).SetCourseNode(val2);
				_LocalPlay