using System.Collections;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using OtherLoader;
using UnityEngine;
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.0.0.0")]
[module: UnverifiableCode]
[RequireComponent(typeof(ParticleSystem))]
public class CFX_AutoDestructShuriken : MonoBehaviour
{
public bool OnlyDeactivate;
private void OnEnable()
{
((MonoBehaviour)this).StartCoroutine("CheckIfAlive");
}
private IEnumerator CheckIfAlive()
{
do
{
yield return (object)new WaitForSeconds(0.5f);
}
while (((Component)this).GetComponent<ParticleSystem>().IsAlive(true));
if (OnlyDeactivate)
{
((Component)this).gameObject.SetActive(false);
}
else
{
Object.Destroy((Object)(object)((Component)this).gameObject);
}
}
}
[RequireComponent(typeof(Light))]
public class CFX_LightIntensityFade : MonoBehaviour
{
public float duration = 1f;
public float delay = 0f;
public float finalIntensity = 0f;
private float baseIntensity;
public bool autodestruct;
private float p_lifetime = 0f;
private float p_delay;
private void Start()
{
baseIntensity = ((Component)this).GetComponent<Light>().intensity;
}
private void OnEnable()
{
p_lifetime = 0f;
p_delay = delay;
if (delay > 0f)
{
((Behaviour)((Component)this).GetComponent<Light>()).enabled = false;
}
}
private void Update()
{
if (p_delay > 0f)
{
p_delay -= Time.deltaTime;
if (p_delay <= 0f)
{
((Behaviour)((Component)this).GetComponent<Light>()).enabled = true;
}
}
else if (p_lifetime / duration < 1f)
{
((Component)this).GetComponent<Light>().intensity = Mathf.Lerp(baseIntensity, finalIntensity, p_lifetime / duration);
p_lifetime += Time.deltaTime;
}
else if (autodestruct)
{
Object.Destroy((Object)(object)((Component)this).gameObject);
}
}
}
[RequireComponent(typeof(MeshFilter))]
public class WFX_BulletHoleDecal : MonoBehaviour
{
private static Vector2[] quadUVs = (Vector2[])(object)new Vector2[4]
{
new Vector2(0f, 0f),
new Vector2(0f, 1f),
new Vector2(1f, 0f),
new Vector2(1f, 1f)
};
public float lifetime = 10f;
public float fadeoutpercent = 80f;
public Vector2 frames;
public bool randomRotation = false;
public bool deactivate = false;
private float life;
private float fadeout;
private Color color;
private float orgAlpha;
private void Awake()
{
//IL_0012: 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)
color = ((Component)this).GetComponent<Renderer>().material.GetColor("_TintColor");
orgAlpha = color.a;
}
private void OnEnable()
{
//IL_014d: Unknown result type (might be due to invalid IL or missing references)
int num = Random.Range(0, (int)(frames.x * frames.y));
int num2 = (int)((float)num % frames.x);
int num3 = (int)((float)num / frames.y);
Vector2[] array = (Vector2[])(object)new Vector2[4];
for (int i = 0; i < 4; i++)
{
array[i].x = (quadUVs[i].x + (float)num2) * (1f / frames.x);
array[i].y = (quadUVs[i].y + (float)num3) * (1f / frames.y);
}
((Component)this).GetComponent<MeshFilter>().mesh.uv = array;
if (randomRotation)
{
((Component)this).transform.Rotate(0f, 0f, Random.Range(0f, 360f), (Space)1);
}
life = lifetime;
fadeout = life * (fadeoutpercent / 100f);
color.a = orgAlpha;
((Component)this).GetComponent<Renderer>().material.SetColor("_TintColor", color);
((MonoBehaviour)this).StopAllCoroutines();
((MonoBehaviour)this).StartCoroutine("holeUpdate");
}
private IEnumerator holeUpdate()
{
while (life > 0f)
{
life -= Time.deltaTime;
if (life <= fadeout)
{
color.a = Mathf.Lerp(0f, orgAlpha, life / fadeout);
((Component)this).GetComponent<Renderer>().material.SetColor("_TintColor", color);
}
yield return null;
}
}
}
[RequireComponent(typeof(Light))]
public class WFX_LightFlicker : MonoBehaviour
{
public float time = 0.05f;
private float timer;
private void Start()
{
timer = time;
((MonoBehaviour)this).StartCoroutine("Flicker");
}
private IEnumerator Flicker()
{
while (true)
{
((Behaviour)((Component)this).GetComponent<Light>()).enabled = !((Behaviour)((Component)this).GetComponent<Light>()).enabled;
do
{
timer -= Time.deltaTime;
yield return null;
}
while (timer > 0f);
timer = time;
}
}
}
namespace Andrew_FTW.FTW_Arms_1911_Mag_pack;
[BepInPlugin("Andrew_FTW.FTW_Arms_1911_Mag_pack", "FTW_Arms_1911_Mag_pack", "1.0.1")]
[BepInProcess("h3vr.exe")]
[Description("Built with MeatKit")]
[BepInDependency("h3vr.otherloader", "1.3.0")]
public class FTW_Arms_1911_Mag_packPlugin : BaseUnityPlugin
{
private static readonly string BasePath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
internal static ManualLogSource Logger;
private void Awake()
{
Logger = ((BaseUnityPlugin)this).Logger;
LoadAssets();
}
private void LoadAssets()
{
Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), "Andrew_FTW.FTW_Arms_1911_Mag_pack");
OtherLoader.RegisterDirectLoad(BasePath, "Andrew_FTW.FTW_Arms_1911_Mag_pack", "", "", "", "magpack");
}
}
[ExecuteInEditMode]
public class NightVisionPostEffect : MonoBehaviour
{
public Material nightVisionMat;
public Material bloom;
public bool renderNightVision = true;
public bool renderBloom = true;
[Range(1f, 16f)]
public int iterations = 1;
private const int BoxDownPrefilterPass = 0;
private const int BoxDownPass = 1;
private const int BoxUpPass = 2;
private const int ApplyBloomPass = 3;
private RenderTexture[] textures = (RenderTexture[])(object)new RenderTexture[16];
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
//IL_0014: Unknown result type (might be due to invalid IL or missing references)
//IL_0019: Unknown result type (might be due to invalid IL or missing references)
//IL_001d: Unknown result type (might be due to invalid IL or missing references)
//IL_006f: 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)
int num = ((Texture)src).width / 2;
int num2 = ((Texture)src).height / 2;
RenderTextureFormat format = src.format;
RenderTexture val = RenderTexture.GetTemporary(num, num2, 0, format);
if (renderNightVision)
{
Graphics.Blit((Texture)(object)src, val, nightVisionMat);
}
else
{
val = src;
}
if (!renderBloom)
{
Graphics.Blit((Texture)(object)val, dest);
RenderTexture.ReleaseTemporary(val);
return;
}
RenderTexture val2 = (textures[0] = RenderTexture.GetTemporary(num, num2, 0, format));
Graphics.Blit((Texture)(object)val, val2, bloom, 0);
RenderTexture val3 = val2;
for (int i = 1; i < iterations; i++)
{
num /= 2;
num2 /= 2;
if (num2 < 2)
{
break;
}
val2 = (textures[i] = RenderTexture.GetTemporary(num, num2, 0, format));
Graphics.Blit((Texture)(object)val3, val2, bloom, 1);
val3 = val2;
}
for (int num3 = iterations - 2; num3 >= 0; num3--)
{
val2 = textures[num3];
textures[num3] = null;
Graphics.Blit((Texture)(object)val3, val2, bloom, 2);
RenderTexture.ReleaseTemporary(val3);
val3 = val2;
}
bloom.SetTexture("_SourceTex", (Texture)(object)val);
Graphics.Blit((Texture)(object)val3, dest, bloom, 3);
RenderTexture.ReleaseTemporary(val3);
RenderTexture.ReleaseTemporary(val);
}
}