Decompiled source of ReverseFriendlyFire v1.2.0

BepInEx/plugins/Hikaria.ReverseFriendlyFire/Hikaria.ReverseFriendlyFire.dll

Decompiled 6 months ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using Agents;
using Il2CppInterop.Runtime.InteropTypes;
using Player;
using SNetwork;
using TheArchive.Core;
using TheArchive.Core.Attributes;
using TheArchive.Core.Attributes.Feature.Settings;
using TheArchive.Core.FeaturesAPI;
using TheArchive.Core.Localization;
using TheArchive.Interfaces;
using TheArchive.Loader;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("Hikaria.ReverseFriendlyFire")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Hikaria.ReverseFriendlyFire")]
[assembly: AssemblyTitle("Hikaria.ReverseFriendlyFire")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace Hikaria.ReverseFriendlyFire
{
	[ArchiveModule("Hikaria.ReverseFriendlyFire", "ReverseFriendlyFire", "1.2.0")]
	public class EntryPoint : IArchiveModule
	{
		public static EntryPoint Instance { get; private set; }

		public bool ApplyHarmonyPatches => false;

		public bool UsesLegacyPatches => false;

		public ArchiveLegacyPatcher Patcher { get; set; }

		public string ModuleGroup => "Reverse Friendly Fire";

		public Dictionary<Language, string> ModuleGroupLanguages => new Dictionary<Language, string>
		{
			{
				(Language)1,
				"反伤"
			},
			{
				(Language)0,
				"Reverse Friendly Fire"
			}
		};

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

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

		public void OnLateUpdate()
		{
		}

		public void OnExit()
		{
		}
	}
	internal static class Logs
	{
		private static IArchiveLogger _logger;

		private static IArchiveLogger Logger => _logger ?? (_logger = LoaderWrapper.CreateLoggerInstance("Hikaria.ReverseFriendlyFire", 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);
		}
	}
	public static class PluginInfo
	{
		public const string GUID = "Hikaria.ReverseFriendlyFire";

		public const string NAME = "ReverseFriendlyFire";

		public const string VERSION = "1.2.0";
	}
}
namespace Hikaria.ReverseFriendlyFire.Features
{
	[EnableFeatureByDefault]
	public class ReverseFriendlyFire : Feature
	{
		public class ReverseFriendlyFireSetting
		{
			[FSDisplayName("友伤倍率")]
			[FSSlider(/*Could not decode attribute arguments.*/)]
			public float FFMulti { get; set; }

			[FSDisplayName("反伤倍率")]
			[FSSlider(/*Could not decode attribute arguments.*/)]
			public float ReverseFFMulti { get; set; } = 1f;


			[FSDisplayName("反伤致死")]
			public bool FFToDeath { get; set; } = true;

		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Dam_PlayerDamageLocal__ReceiveBulletDamage__Patch
		{
			private static void Prefix(ref pBulletDamageData data)
			{
				if (!SNet.IsMaster)
				{
					return;
				}
				PlayerAgent val;
				if (IsSentryGunFire)
				{
					val = SentryGunOwner;
				}
				else
				{
					Agent val2 = default(Agent);
					if (!((pAgent)(ref data.source)).TryGet(ref val2))
					{
						return;
					}
					val = ((Il2CppObjectBase)val2).Cast<PlayerAgent>();
				}
				float num = ((UFloat16)(ref data.damage)).Get(((Dam_SyncedDamageBase)val.Damage).HealthMax);
				((UFloat16)(ref data.damage)).Set(num * Settings.FFMulti, ((Dam_SyncedDamageBase)val.Damage).HealthMax);
				num = Math.Clamp(num * Settings.ReverseFFMulti, 0f, ((Dam_SyncedDamageBase)val.Damage).HealthMax);
				float num2 = Math.Clamp(((Dam_SyncedDamageBase)val.Damage).Health - num, Settings.FFToDeath ? 0f : 0.001f, ((Dam_SyncedDamageBase)val.Damage).HealthMax);
				((Dam_SyncedDamageBase)val.Damage).SendSetHealth(num2);
				if (num2 == 0f && Settings.FFToDeath)
				{
					((Dam_SyncedDamageBase)val.Damage).SendSetDead(true);
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class Dam_PlayerDamageBase__ReceiveBulletDamage__Patch
		{
			private static void Prefix(ref pBulletDamageData data)
			{
				if (!SNet.IsMaster)
				{
					return;
				}
				PlayerAgent val;
				if (IsSentryGunFire)
				{
					val = SentryGunOwner;
				}
				else
				{
					Agent val2 = default(Agent);
					if (!((pAgent)(ref data.source)).TryGet(ref val2))
					{
						return;
					}
					val = ((Il2CppObjectBase)val2).Cast<PlayerAgent>();
				}
				float num = ((UFloat16)(ref data.damage)).Get(((Dam_SyncedDamageBase)val.Damage).HealthMax);
				((UFloat16)(ref data.damage)).Set(num * Settings.FFMulti, ((Dam_SyncedDamageBase)val.Damage).HealthMax);
				num = Math.Clamp(num * Settings.ReverseFFMulti, 0f, ((Dam_SyncedDamageBase)val.Damage).HealthMax);
				float num2 = Math.Clamp(((Dam_SyncedDamageBase)val.Damage).Health - num, Settings.FFToDeath ? 0f : 0.001f, ((Dam_SyncedDamageBase)val.Damage).HealthMax);
				((Dam_SyncedDamageBase)val.Damage).SendSetHealth(num2);
				if (num2 == 0f && Settings.FFToDeath)
				{
					((Dam_SyncedDamageBase)val.Damage).SendSetDead(true);
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class SentryGunInstance_Firing_Bullets__FireBullet__Patch
		{
			private static void Prefix(SentryGunInstance_Firing_Bullets __instance)
			{
				if (SNet.IsMaster)
				{
					IsSentryGunFire = true;
					SentryGunOwner = __instance.m_core.Owner;
				}
			}

			private static void Postfix()
			{
				if (SNet.IsMaster)
				{
					IsSentryGunFire = false;
					SentryGunOwner = null;
				}
			}
		}

		[ArchivePatch(/*Could not decode attribute arguments.*/)]
		private class SentryGunInstance_Firing_Bullets__UpdateFireShotgunSemi__Patch
		{
			private static void Prefix(SentryGunInstance_Firing_Bullets __instance)
			{
				if (SNet.IsMaster)
				{
					IsSentryGunFire = true;
					SentryGunOwner = __instance.m_core.Owner;
				}
			}

			private static void Postfix()
			{
				if (SNet.IsMaster)
				{
					IsSentryGunFire = false;
					SentryGunOwner = null;
				}
			}
		}

		private static PlayerAgent SentryGunOwner;

		private static bool IsSentryGunFire;

		public override string Name => "Reverse Friendly Fire";

		public override bool InlineSettingsIntoParentMenu => true;

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