Decompiled source of HuntChaosBomb v1.0.1

HuntChaosBomb.dll

Decompiled 2 days ago
using System;
using System.Collections;
using System.Collections.Generic;
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 BitWizrd.GrenadeMod;
using FistVR;
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]
namespace BitWizrd.HuntChaosBomb
{
	[BepInPlugin("BitWizrd.HuntChaosBomb", "HuntChaosBomb", "1.0.1")]
	[BepInProcess("h3vr.exe")]
	[Description("Built with MeatKit")]
	[BepInDependency("h3vr.otherloader", "1.3.0")]
	public class HuntChaosBombPlugin : 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(), "BitWizrd.HuntChaosBomb");
			OtherLoader.RegisterDirectLoad(BasePath, "BitWizrd.HuntChaosBomb", "", "huntchaosbomb", "", "");
		}
	}
}
namespace BitWizrd.ChaosBombExplosion
{
	public class ChaosBombExplosion : MonoBehaviour
	{
		[Header("Chaos Bomb Explosion Settings")]
		public bool isChaosBombExplosion = false;

		public float minChaosDuration = 30f;

		public float maxChaosDuration = 60f;

		private float totalChaosDuration;

		public float destroyDelay = 10f;

		[Header("Grenade Settings")]
		public GameObject grenadeGameObject;

		private PinnedGrenade grenade;

		public float grenadeFuseTime = 5f;

		private bool grenadeHasExploded = false;

		private bool isActivated = false;

		private bool chaosSequenceEnded = false;

		public WeaponSettings Shotgun1;

		public WeaponSettings Shotgun2;

		public WeaponSettings Shotgun3;

		public WeaponSettings Rifle1;

		public WeaponSettings Rifle2;

		public WeaponSettings Rifle3;

		public WeaponSettings Rifle4;

		public WeaponSettings Rifle5;

		public WeaponSettings Handgun1;

		public WeaponSettings Handgun2;

		public WeaponSettings Handgun3;

		public WeaponSettings Handgun4;

		private int firstWeaponType = -1;

		private BitWizrd.GrenadeMod.GrenadeMod grenadeMod;

		[Header("Extinguish Sound Settings")]
		public AudioSource extinguishAudioSource;

		public AudioClip[] extinguishSounds;

		private List<Coroutine> activeFiringCoroutines = new List<Coroutine>();

		private Dictionary<WeaponType, CoroutineState> coroutineStates = new Dictionary<WeaponType, CoroutineState>();

		private void Start()
		{
			if (isChaosBombExplosion)
			{
				totalChaosDuration = Random.Range(minChaosDuration, maxChaosDuration);
				AttachPinnedGrenade();
				firstWeaponType = Random.Range(0, 3);
				if ((Object)(object)grenadeGameObject != (Object)null)
				{
					grenadeMod = grenadeGameObject.GetComponent<BitWizrd.GrenadeMod.GrenadeMod>();
				}
				((MonoBehaviour)this).StartCoroutine(SimulateChaosBombExplosion());
			}
		}

		private void AttachPinnedGrenade()
		{
			if ((Object)(object)grenadeGameObject != (Object)null)
			{
				grenade = grenadeGameObject.GetComponent<PinnedGrenade>();
				if (!((Object)(object)grenade == (Object)null))
				{
				}
			}
		}

		private IEnumerator SimulateChaosBombExplosion()
		{
			if ((Object)(object)grenade != (Object)null)
			{
				yield return ((MonoBehaviour)this).StartCoroutine(MonitorGrenadeExplosion());
			}
			if (isActivated)
			{
				switch (firstWeaponType)
				{
				case 0:
					activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(WeaponType.Shotgun, fireImmediately: true)));
					activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(WeaponType.Rifle, fireImmediately: false)));
					activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(WeaponType.Handgun, fireImmediately: false)));
					break;
				case 1:
					activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(WeaponType.Rifle, fireImmediately: true)));
					activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(WeaponType.Shotgun, fireImmediately: false)));
					activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(WeaponType.Handgun, fireImmediately: false)));
					break;
				case 2:
					activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(WeaponType.Handgun, fireImmediately: true)));
					activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(WeaponType.Shotgun, fireImmediately: false)));
					activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(WeaponType.Rifle, fireImmediately: false)));
					break;
				}
				yield return (object)new WaitForSeconds(totalChaosDuration);
				if (!chaosSequenceEnded)
				{
					EndChaosBombSequence();
				}
			}
		}

		private IEnumerator MonitorGrenadeExplosion()
		{
			while (!grenade.m_isPinPulled)
			{
				yield return null;
			}
			yield return (object)new WaitForSeconds(grenadeFuseTime);
			ActivateChaosBomb();
		}

		private void ActivateChaosBomb()
		{
			if ((Object)(object)grenade != (Object)null && !grenadeHasExploded)
			{
				isActivated = true;
				grenadeHasExploded = true;
			}
		}

		private IEnumerator WeaponFireCycle(WeaponType type, bool fireImmediately)
		{
			WeaponSettings weapon = SelectRandomWeapon(type);
			CoroutineState state = new CoroutineState
			{
				fireImmediately = fireImmediately,
				remainingCoverTime = ((!fireImmediately) ? Random.Range(weapon.minCoverTime, weapon.maxCoverTime) : 0f),
				remainingShots = Random.Range(weapon.minShotAmount, weapon.maxShotAmount + 1),
				remainingFireDelay = Random.Range(weapon.minFireDelay, weapon.maxFireDelay)
			};
			SaveCoroutineState(type, state);
			yield return WeaponFireCycle(type, state);
		}

		private IEnumerator WeaponFireCycle(WeaponType type, CoroutineState state)
		{
			WeaponSettings weapon = SelectRandomWeapon(type);
			if (!state.fireImmediately)
			{
				yield return (object)new WaitForSeconds(state.remainingCoverTime);
			}
			while (!chaosSequenceEnded)
			{
				int numShots = state.remainingShots;
				for (int i = 0; i < numShots; i++)
				{
					if (chaosSequenceEnded)
					{
						yield break;
					}
					float fireDelay = state.remainingFireDelay;
					((MonoBehaviour)this).StartCoroutine(PlayChaosBombExplosion(weapon.fireObjects));
					yield return (object)new WaitForSeconds(fireDelay);
					state.remainingFireDelay = Random.Range(weapon.minFireDelay, weapon.maxFireDelay);
				}
				state.remainingShots = Random.Range(weapon.minShotAmount, weapon.maxShotAmount + 1);
				state.remainingCoverTime = Random.Range(weapon.minCoverTime, weapon.maxCoverTime);
				yield return (object)new WaitForSeconds(state.remainingCoverTime);
			}
		}

		private WeaponSettings SelectRandomWeapon(WeaponType type)
		{
			return type switch
			{
				WeaponType.Shotgun => SelectRandomShotgun(), 
				WeaponType.Rifle => SelectRandomRifle(), 
				WeaponType.Handgun => SelectRandomHandgun(), 
				_ => null, 
			};
		}

		private WeaponSettings SelectRandomShotgun()
		{
			return Random.Range(0, 3) switch
			{
				0 => Shotgun1, 
				1 => Shotgun2, 
				_ => Shotgun3, 
			};
		}

		private WeaponSettings SelectRandomRifle()
		{
			return Random.Range(0, 5) switch
			{
				0 => Rifle1, 
				1 => Rifle2, 
				2 => Rifle3, 
				3 => Rifle4, 
				_ => Rifle5, 
			};
		}

		private WeaponSettings SelectRandomHandgun()
		{
			return Random.Range(0, 4) switch
			{
				0 => Handgun1, 
				1 => Handgun2, 
				2 => Handgun3, 
				_ => Handgun4, 
			};
		}

		private void EndChaosBombSequence()
		{
			if (chaosSequenceEnded)
			{
				return;
			}
			chaosSequenceEnded = true;
			SetCookingAudioVolumeToZero();
			PlayRandomExtinguishSound();
			StopParticleEmission();
			foreach (Coroutine activeFiringCoroutine in activeFiringCoroutines)
			{
				if (activeFiringCoroutine != null)
				{
					((MonoBehaviour)this).StopCoroutine(activeFiringCoroutine);
				}
			}
			activeFiringCoroutines.Clear();
			((MonoBehaviour)this).StartCoroutine(DelayedDestroy());
		}

		private IEnumerator DelayedDestroy()
		{
			yield return (object)new WaitForSeconds(destroyDelay);
			KillMe();
		}

		private void PlayRandomExtinguishSound()
		{
			if (extinguishSounds.Length > 0 && (Object)(object)extinguishAudioSource != (Object)null)
			{
				int num = Random.Range(0, extinguishSounds.Length);
				AudioClip val = extinguishSounds[num];
				if ((Object)(object)val != (Object)null)
				{
					extinguishAudioSource.PlayOneShot(val);
				}
			}
		}

		private void StopParticleEmission()
		{
			//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)
			if ((Object)(object)grenadeMod != (Object)null && (Object)(object)grenadeMod.pinPullEffectPrefab != (Object)null)
			{
				ParticleSystem component = grenadeMod.pinPullEffectPrefab.GetComponent<ParticleSystem>();
				if ((Object)(object)component != (Object)null)
				{
					EmissionModule emission = component.emission;
					((EmissionModule)(ref emission)).enabled = false;
				}
			}
		}

		private void SetCookingAudioVolumeToZero()
		{
			if ((Object)(object)grenadeMod != (Object)null && (Object)(object)grenadeMod.cookingAudioSource != (Object)null)
			{
				grenadeMod.cookingAudioSource.volume = 0f;
			}
		}

		private void KillMe()
		{
			PinnedGrenade componentInParent = ((Component)this).GetComponentInParent<PinnedGrenade>();
			if ((Object)(object)componentInParent != (Object)null)
			{
				Object.Destroy((Object)(object)((Component)componentInParent).gameObject);
			}
			else
			{
				Debug.LogWarning((object)"PinnedGrenade component not found.");
			}
		}

		private IEnumerator PlayChaosBombExplosion(GameObject[] weaponObjects)
		{
			if (weaponObjects.Length != 0)
			{
				GameObject selectedPrefab = weaponObjects[Random.Range(0, weaponObjects.Length)];
				if (!((Object)(object)selectedPrefab == (Object)null))
				{
					GameObject explosionInstance = Object.Instantiate<GameObject>(selectedPrefab, ((Component)this).transform.position, ((Component)this).transform.rotation);
					yield return (object)new WaitForSeconds(2f);
					Object.Destroy((Object)(object)explosionInstance);
				}
			}
		}

		private void OnEnable()
		{
			if (isActivated && grenadeHasExploded)
			{
				RestartFiringCoroutines();
			}
		}

		private void RestartFiringCoroutines()
		{
			if (!isActivated || chaosSequenceEnded)
			{
				return;
			}
			foreach (KeyValuePair<WeaponType, CoroutineState> coroutineState in coroutineStates)
			{
				activeFiringCoroutines.Add(((MonoBehaviour)this).StartCoroutine(WeaponFireCycle(coroutineState.Key, coroutineState.Value)));
			}
		}

		private void SaveCoroutineState(WeaponType type, CoroutineState state)
		{
			if (!coroutineStates.ContainsKey(type))
			{
				coroutineStates[type] = new CoroutineState();
			}
			coroutineStates[type].fireImmediately = state.fireImmediately;
			coroutineStates[type].remainingCoverTime = state.remainingCoverTime;
			coroutineStates[type].remainingShots = state.remainingShots;
			coroutineStates[type].remainingFireDelay = state.remainingFireDelay;
		}
	}
	public enum WeaponType
	{
		Shotgun,
		Rifle,
		Handgun
	}
	[Serializable]
	public class WeaponSettings
	{
		public GameObject[] fireObjects;

		public int minShotAmount = 1;

		public int maxShotAmount = 2;

		public float minFireDelay = 1.25f;

		public float maxFireDelay = 1.35f;

		public float minCoverTime = 3f;

		public float maxCoverTime = 6f;
	}
	public class CoroutineState
	{
		public bool fireImmediately;

		public float remainingCoverTime;

		public int remainingShots;

		public float remainingFireDelay;

		public CoroutineState()
		{
			fireImmediately = false;
			remainingCoverTime = 0f;
			remainingShots = 0;
			remainingFireDelay = 0f;
		}
	}
}
namespace BitWizrd.GrenadeMod
{
	public class GrenadeMod : FVRPhysicalObject
	{
		[Header("Grenade Settings")]
		public GameObject grenadeGameObject;

		public PinnedGrenadeRing pinnedGrenadeRing;

		public Rigidbody grenadeRigidbody;

		public bool activateLeverOnPinPull = false;

		[Header("Sticky Grenade Settings")]
		public bool isStickyGrenade = true;

		public Collider stickyCollider;

		public float stickingDistance = 0.1f;

		public LayerMask stickyLayers;

		public float embeddingDistance = 0.02f;

		public bool playStickSoundForRigidbodiesOnly = true;

		public AudioSource stickSoundSource;

		public AudioClip[] stickSounds;

		public float minimumStickVelocity = 2f;

		public float regrabActivationDelay = 0.5f;

		public float massWhileStuck = 10f;

		[Header("Grenade Cooking Settings")]
		public GameObject pinPullEffectPrefab;

		public AudioSource cookingAudioSource;

		public AudioClip[] cookingClips;

		public float cookingSoundDelay = 1f;

		[Header("Grenade Fast Throw Settings")]
		public AudioSource fastThrowAudioSource;

		public AudioClip[] fastThrowClips;

		public float fastThrowVelocityThreshold = 10f;

		public float releaseWindow = 0.5f;

		private PinnedGrenade grenade;

		private Collider grenadeCollider;

		private bool hasPlayedFastThrowSound = false;

		private bool isPinPulled = false;

		private bool isHeld = false;

		private bool wasHeld = false;

		private bool pinPulledChecked = false;

		private bool shouldCheckVelocity = false;

		private bool hasReleasedLever = false;

		private bool isSticking = false;

		private bool canStick = false;

		private float timeSinceRelease = 0f;

		private GameObject parentObject;

		private Vector3 savedPosition;

		private Quaternion savedRotation;

		private Vector3 savedScale;

		private FVRInteractiveObject interactiveObject;

		private void Start()
		{
			interactiveObject = ((Component)this).GetComponent<FVRInteractiveObject>();
		}

		public override void FVRUpdate()
		{
			((FVRPhysicalObject)this).FVRUpdate();
			if ((Object)(object)grenadeGameObject == (Object)null)
			{
				return;
			}
			grenade = grenadeGameObject.GetComponent<PinnedGrenade>();
			if ((Object)(object)grenade == (Object)null)
			{
				return;
			}
			FVRPhysicalObject component = grenadeGameObject.GetComponent<FVRPhysicalObject>();
			if ((Object)(object)component == (Object)null)
			{
				return;
			}
			grenadeCollider = grenadeGameObject.GetComponent<Collider>();
			if ((Object)(object)grenadeCollider == (Object)null)
			{
				return;
			}
			isHeld = ((FVRInteractiveObject)component).IsHeld;
			if ((Object)(object)pinnedGrenadeRing != (Object)null)
			{
				isPinPulled = pinnedGrenadeRing.HasPinDetached();
				if (!pinPulledChecked && isPinPulled)
				{
					pinPulledChecked = true;
					shouldCheckVelocity = true;
					if (isStickyGrenade)
					{
						EnableStickyCollider();
					}
					if ((Object)(object)pinPullEffectPrefab != (Object)null)
					{
						pinPullEffectPrefab.SetActive(true);
					}
				}
				if (!wasHeld && isHeld)
				{
					hasPlayedFastThrowSound = false;
					timeSinceRelease = 0f;
					if (isPinPulled)
					{
						EnableStickyCollider();
					}
					shouldCheckVelocity = isPinPulled;
					wasHeld = true;
					canStick = true;
					isSticking = false;
					FixedJoint component2 = ((Component)this).GetComponent<FixedJoint>();
					if ((Object)(object)component2 != (Object)null)
					{
						Object.Destroy((Object)(object)component2);
						grenadeRigidbody.isKinematic = false;
						grenadeRigidbody.detectCollisions = true;
						grenadeRigidbody.useGravity = true;
						grenadeRigidbody.constraints = (RigidbodyConstraints)0;
						Debug.Log((object)"FixedJoint grenade unstuck upon being picked up.");
					}
					if (isStickyGrenade)
					{
						DisableStickyColliderTemporarily();
					}
				}
				if (wasHeld && !isHeld)
				{
					isSticking = false;
					wasHeld = false;
				}
			}
			if (isPinPulled || !isHeld)
			{
				DisableMeleeDamage(component);
			}
			else
			{
				EnableMeleeDamage(component);
			}
			if (isPinPulled && !cookingAudioSource.isPlaying && cookingClips.Length > 0)
			{
				if (cookingSoundDelay == 0f)
				{
					PlayCookingSoundImmediately();
				}
				else
				{
					((MonoBehaviour)this).StartCoroutine(HandleCookingSoundDelay());
				}
			}
			if (isPinPulled && (Object)(object)pinPullEffectPrefab != (Object)null)
			{
				pinPullEffectPrefab.SetActive(true);
			}
			if (isPinPulled && activateLeverOnPinPull && !hasReleasedLever)
			{
				grenade.ReleaseLever();
				hasReleasedLever = true;
			}
		}

		public override void FVRFixedUpdate()
		{
			//IL_0024: Unknown result type (might be due to invalid IL or missing references)
			//IL_0029: Unknown result type (might be due to invalid IL or missing references)
			//IL_0095: Unknown result type (might be due to invalid IL or missing references)
			//IL_009a: Unknown result type (might be due to invalid IL or missing references)
			((FVRPhysicalObject)this).FVRFixedUpdate();
			if (shouldCheckVelocity && isHeld)
			{
				Vector3 velocity = grenadeRigidbody.velocity;
				if (((Vector3)(ref velocity)).magnitude >= minimumStickVelocity)
				{
					canStick = true;
				}
				else
				{
					canStick = false;
				}
			}
			if (!shouldCheckVelocity || isHeld)
			{
				return;
			}
			timeSinceRelease += Time.fixedDeltaTime;
			if (timeSinceRelease <= releaseWindow)
			{
				Vector3 velocity2 = grenadeRigidbody.velocity;
				if (((Vector3)(ref velocity2)).magnitude > fastThrowVelocityThreshold && !hasPlayedFastThrowSound)
				{
					PlayFastThrowSound();
				}
			}
			else
			{
				shouldCheckVelocity = false;
			}
		}

		private void DisableMeleeDamage(FVRPhysicalObject physicalObject)
		{
			if (physicalObject.MP != null && physicalObject.MP.IsMeleeWeapon)
			{
				physicalObject.MP.IsMeleeWeapon = false;
			}
		}

		private void EnableMeleeDamage(FVRPhysicalObject physicalObject)
		{
			if (physicalObject.MP != null && !physicalObject.MP.IsMeleeWeapon)
			{
				physicalObject.MP.IsMeleeWeapon = true;
			}
		}

		private void PlayFastThrowSound()
		{
			if (fastThrowClips.Length > 0 && (Object)(object)fastThrowAudioSource != (Object)null)
			{
				AudioClip val = fastThrowClips[Random.Range(0, fastThrowClips.Length)];
				fastThrowAudioSource.PlayOneShot(val);
			}
			hasPlayedFastThrowSound = true;
		}

		private void OnCollisionEnter(Collision collision)
		{
			//IL_00c1: 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_00e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_0105: Unknown result type (might be due to invalid IL or missing references)
			//IL_011e: Unknown result type (might be due to invalid IL or missing references)
			if (!isPinPulled || isSticking || !isStickyGrenade || !((Object)(object)stickyCollider != (Object)null) || !canStick || (Object)(object)collision.gameObject.GetComponent<BreakableGlass>() != (Object)null || (Object)(object)collision.gameObject.GetComponent<PinnedGrenade>() != (Object)null || (Object)(object)collision.gameObject.GetComponent<PinnedGrenadePin>() != (Object)null || (Object)(object)collision.gameObject.GetComponent<SosigWeapon>() != (Object)null)
			{
				return;
			}
			ContactPoint[] contacts = collision.contacts;
			for (int i = 0; i < contacts.Length; i++)
			{
				ContactPoint contact = contacts[i];
				if (!((Object)(object)((ContactPoint)(ref contact)).thisCollider == (Object)(object)stickyCollider))
				{
					continue;
				}
				if ((LayerMask.op_Implicit(stickyLayers) & (1 << collision.gameObject.layer)) == 0 || !IsContactPointWithinStickingDistance(((ContactPoint)(ref contact)).point))
				{
					break;
				}
				isSticking = true;
				StickToSurface(collision, contact);
				PlayStickingSound(collision);
				parentObject = collision.gameObject;
				if ((Object)(object)parentObject != (Object)null)
				{
					DestroyNotifier destroyNotifier = parentObject.GetComponent<DestroyNotifier>();
					if ((Object)(object)destroyNotifier == (Object)null)
					{
						destroyNotifier = parentObject.AddComponent<DestroyNotifier>();
					}
					destroyNotifier.OnDestroyed += OnDestroyUnstickGrenade;
				}
				break;
			}
		}

		private bool IsContactPointWithinStickingDistance(Vector3 contactPoint)
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0008: 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_000e: Unknown result type (might be due to invalid IL or missing references)
			//IL_000f: Unknown result type (might be due to invalid IL or missing references)
			Vector3 val = stickyCollider.ClosestPoint(contactPoint);
			float num = Vector3.Distance(contactPoint, val);
			return num < stickingDistance;
		}

		private void StickToSurface(Collision collision, ContactPoint contact)
		{
			//IL_004c: 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)
			//IL_005d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0062: 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_0072: Unknown result type (might be due to invalid IL or missing references)
			//IL_007c: 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_008c: 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)
			//IL_0151: Expected O, but got Unknown
			//IL_015a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0171: Unknown result type (might be due to invalid IL or missing references)
			//IL_01c0: Unknown result type (might be due to invalid IL or missing references)
			//IL_01c5: Unknown result type (might be due to invalid IL or missing references)
			//IL_01dc: Unknown result type (might be due to invalid IL or missing references)
			//IL_01e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01f8: Unknown result type (might be due to invalid IL or missing references)
			//IL_01fd: Unknown result type (might be due to invalid IL or missing references)
			//IL_0207: Unknown result type (might be due to invalid IL or missing references)
			//IL_0219: Unknown result type (might be due to invalid IL or missing references)
			//IL_021e: Unknown result type (might be due to invalid IL or missing references)
			//IL_021f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0230: 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_00a7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a8: Unknown result type (might be due to invalid IL or missing references)
			if ((Object)(object)stickyCollider == (Object)null)
			{
				return;
			}
			if ((Object)(object)interactiveObject != (Object)null && interactiveObject.IsHeld)
			{
				interactiveObject.ForceBreakInteraction();
			}
			savedPosition = ((Component)this).transform.position;
			savedRotation = ((Component)this).transform.rotation;
			Vector3 lossyScale = ((Component)this).transform.lossyScale;
			Rigidbody rigidbody = collision.rigidbody;
			Vector3 val = ((ContactPoint)(ref contact)).normal * embeddingDistance;
			if ((Object)(object)rigidbody != (Object)null)
			{
				((Component)this).transform.position = ((ContactPoint)(ref contact)).point + val;
				FixedJoint component = ((Component)this).GetComponent<FixedJoint>();
				if ((Object)(object)component != (Object)null)
				{
					Object.Destroy((Object)(object)component);
				}
				FixedJoint val2 = ((Component)this).gameObject.AddComponent<FixedJoint>();
				((Joint)val2).connectedBody = rigidbody;
				((Joint)val2).breakForce = float.MaxValue;
				((Joint)val2).breakTorque = float.MaxValue;
				grenadeRigidbody.useGravity = false;
				grenadeRigidbody.isKinematic = false;
				grenadeRigidbody.constraints = (RigidbodyConstraints)0;
				grenadeRigidbody.mass = massWhileStuck;
				SetCollidersToLayer(stickyCollider, "NoCol");
			}
			else
			{
				GameObject val3 = new GameObject("DummyParent");
				val3.transform.position = ((ContactPoint)(ref contact)).point;
				val3.transform.rotation = collision.transform.rotation;
				grenadeRigidbody.isKinematic = true;
				val3.transform.SetParent(collision.transform, true);
				((Component)this).transform.SetParent(val3.transform, false);
				((Component)this).transform.localScale = new Vector3(lossyScale.x / ((Component)this).transform.lossyScale.x, lossyScale.y / ((Component)this).transform.lossyScale.y, lossyScale.z / ((Component)this).transform.lossyScale.z);
				((Component)this).transform.position = ((ContactPoint)(ref contact)).point + val;
				((Component)this).transform.rotation = savedRotation;
			}
		}

		private void UnstickFromSurface()
		{
			if ((Object)(object)((Component)this).GetComponent<FixedJoint>() != (Object)null)
			{
				Object.Destroy((Object)(object)((Component)this).GetComponent<FixedJoint>());
			}
			SetCollidersToLayer(stickyCollider, "Default");
			grenadeRigidbody.isKinematic = false;
			grenadeRigidbody.detectCollisions = true;
			grenadeRigidbody.useGravity = true;
			grenadeRigidbody.constraints = (RigidbodyConstraints)0;
			grenadeRigidbody.mass = 1f;
			isSticking = false;
		}

		private void EnableStickyCollider()
		{
			if ((Object)(object)stickyCollider != (Object)null)
			{
				stickyCollider.enabled = true;
			}
		}

		private void DisableStickyColliderTemporarily()
		{
			if ((Object)(object)stickyCollider != (Object)null)
			{
				stickyCollider.enabled = false;
			}
			((MonoBehaviour)this).StartCoroutine(ReenableStickyColliderAfterDelay());
		}

		private IEnumerator ReenableStickyColliderAfterDelay()
		{
			yield return (object)new WaitForSeconds(regrabActivationDelay);
			EnableStickyCollider();
		}

		private void PlayStickingSound(Collision collision)
		{
			if ((Object)(object)stickSoundSource != (Object)null && stickSounds.Length > 0 && ((playStickSoundForRigidbodiesOnly && (Object)(object)collision.rigidbody != (Object)null) || !playStickSoundForRigidbodiesOnly))
			{
				int num = Random.Range(0, stickSounds.Length);
				stickSoundSource.clip = stickSounds[num];
				stickSoundSource.Play();
			}
		}

		private void OnDestroyUnstickGrenade()
		{
			if ((Object)(object)parentObject != (Object)null)
			{
				Object.Destroy((Object)(object)parentObject.GetComponent<DestroyNotifier>());
			}
			FixedJoint component = ((Component)this).GetComponent<FixedJoint>();
			if ((Object)(object)component != (Object)null)
			{
				Object.Destroy((Object)(object)component);
			}
			else
			{
				((Component)this).transform.SetParent((Transform)null);
			}
			grenadeRigidbody.isKinematic = false;
			grenadeRigidbody.detectCollisions = true;
			grenadeRigidbody.useGravity = true;
			grenadeRigidbody.constraints = (RigidbodyConstraints)0;
			isSticking = false;
			stickyCollider.enabled = false;
			canStick = false;
		}

		private void SetCollidersToLayer(Collider collider, string layer)
		{
			((Component)collider).gameObject.layer = LayerMask.NameToLayer(layer);
		}

		private IEnumerator HandleCookingSoundDelay()
		{
			if (cookingSoundDelay > 0f)
			{
				yield return (object)new WaitForSeconds(cookingSoundDelay);
			}
			if ((Object)(object)cookingAudioSource != (Object)null && cookingClips.Length > 0)
			{
				int num = Random.Range(0, cookingClips.Length);
				cookingAudioSource.clip = cookingClips[num];
				cookingAudioSource.Play();
			}
		}

		private void PlayCookingSoundImmediately()
		{
			if ((Object)(object)cookingAudioSource != (Object)null && cookingClips.Length > 0)
			{
				int num = Random.Range(0, cookingClips.Length);
				cookingAudioSource.clip = cookingClips[num];
				cookingAudioSource.Play();
			}
		}
	}
	public class DestroyNotifier : MonoBehaviour
	{
		public delegate void DestroyedAction();

		public event DestroyedAction OnDestroyed;

		private void OnDestroy()
		{
			if (this.OnDestroyed != null)
			{
				this.OnDestroyed();
			}
		}
	}
}