using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using FistVR;
using H3VRUtils;
using HarmonyLib;
using OtherLoader;
using UnityEngine;
using UnityEngine.UI;
[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 Iqsbasiczz.Vektor_CP1;
[BepInPlugin("Iqsbasiczz.Vektor_CP1", "Vektor_CP1", "1.0.1")]
[BepInProcess("h3vr.exe")]
[Description("Built with MeatKit")]
[BepInDependency("h3vr.otherloader", "1.3.0")]
public class Vektor_CP1Plugin : 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(), "Iqsbasiczz.Vektor_CP1");
OtherLoader.RegisterDirectLoad(BasePath, "Iqsbasiczz.Vektor_CP1", "", "", "vekcp1", "");
}
}
public class ExpandedAmmoDisplay : MonoBehaviour
{
[Header("Ammo Counter Settings")]
[Tooltip("Text to display ammo left in the gun.")]
public Text UItext;
[Tooltip("Text to display maximum ammo.")]
public Text MaxAmmoText;
[Tooltip("Text to display the type of ammo.")]
public Text ammoTypeText;
[Tooltip("Adds a minimum character count. See tooltip for MinCharLength for more.")]
public bool AddMinCharLength;
[Tooltip("i.e if MinCharLength is 2 and the amount of rounds left is 5, it will display 05 instead of 5.")]
public int MinCharLength;
[Tooltip("Will not instantly be the correct amount of rounds, but will tick up/down until it is.")]
public bool enableDispLerp;
[Tooltip("MaxAmmo will also lerp according to the DispLerpAmt")]
public bool enableLerpForMaxAmmo;
[Tooltip("EnabledObjects will also lerp according to the DispLerpAmt")]
public bool enableLerpForEnabledObjects;
[Tooltip("From 0-1. The % amount moved towards its correct amount every 50th of a second.")]
[Range(0f, 0.2f)]
public float DispLerpAmt;
[Header("Alternate Displays")]
[Tooltip("Enables enabling/disabling objects based on rounds left in mag.")]
public bool EnabledObjects;
[Tooltip("Object enabled when there is no magazine.")]
public GameObject ObjectWhenEmpty;
[Tooltip("Element no. corresponds to rounds left. 0 means no rounds, 1 means one round. Enables the 5th object if there are 5 rounds, and so on.")]
public List<GameObject> Objects;
[Tooltip("Enables all objects under the round count. Enables the 0th, 1st, 2nd, 3rd objects if there are 3 rounds left, and so on.")]
public bool EnableAllUnderAmount;
[Tooltip("Overrides Objects. #0 means Objects' #0 displays from 0% to #0%, #1 means Objects' #1 displays from #0% to #1%, etc- written normally, not mathmatically (e.g 57.32)")]
public bool EnableBasedOnPercentage;
public List<float> ObjectPercentages;
[Header("Fire Mode Display")]
[Tooltip("Text to display the fire mode (e.g., Safe, Single, FullAuto, Burst).")]
public Text fireModeText;
[Tooltip("Image to display fire mode visually.")]
public Image fireModeImage;
[Tooltip("Sprites for each fire mode: 0=Safe, 1=Single, 2=FullAuto, 3=Burst, 4=Other.")]
public Sprite[] fireModeSprites;
[Header("Low Ammo Warning")]
[Tooltip("Enable sound and blink effects when ammo drops to a percentage of max.")]
public bool enableLowAmmoWarning;
[Tooltip("Percentage of max ammo at which the warning triggers (e.g. 25 means 25%).")]
[Range(0f, 100f)]
public float lowAmmoThresholdPercent = 25f;
[Tooltip("AudioSource used to play warning sounds.")]
public AudioSource warningAudioSource;
[Tooltip("Sound played once when ammo drops to or below the low ammo threshold.")]
public AudioClip lowAmmoClip;
[Tooltip("Sound played once when ammo is fully depleted (0 rounds).")]
public AudioClip depletedAmmoClip;
[Tooltip("Enable blinking on the ammo text when at or below the low ammo threshold.")]
public bool enableLowAmmoBlink;
[Tooltip("How many times per second the text blinks on/off.")]
public float blinkRate = 4f;
[Header("Chamber Indicator (optional)")]
[Tooltip("Enable a visual/text indicator when there is a round in the chamber.")]
public bool showChamberIndicator = false;
[Tooltip("If true the indicator will use an Image; otherwise it will use Text.")]
public bool chamberIndicatorUseImage = true;
[Tooltip("Image used to indicate a round is chambered. Assign only if using image mode.")]
public Image chamberIndicatorImage;
[Tooltip("Text used to indicate a round is chambered. Assign only if using text mode.")]
public Text chamberIndicatorText;
[Tooltip("Text shown when a round is chambered (used when chamberIndicatorUseImage == false).")]
public string chamberIndicatorString = "CH";
private FVRFireArm _fa;
private FVRFireArmMagazine _mag;
private FVRFirearmMovingProxyRound[] proxies;
private FVRFireArmChamber[] chambers;
private int lastAmountOfBullets;
private int lastAmountOfMaxBullets;
private int lastAmountOfBulletsForEnableObjects;
private bool _hasPlayedLowAmmoSound;
private bool _hasPlayedDepletedSound;
private bool _isBlinking;
private float _blinkTimer;
private int _previousAmmoCount = -1;
private bool _hadMagLastFrame;
private bool _isChamberIndicatorImageNotNull;
private bool _isChamberIndicatorTextNotNull;
private bool _isUItextNotNull;
private bool _isMaxAmmoTextNotNull;
private bool _isammoTypeTextNotNull;
private bool _isfireModeTextNotNull;
private bool _isfireModeImageNotNull;
private void Start()
{
NullCheck();
}
private void GetFirearmAndMag()
{
_fa = ((Component)this).GetComponent<FVRFireArm>() ?? ((Component)this).GetComponentInParent<FVRFireArm>();
if ((Object)(object)_fa != (Object)null)
{
_mag = _fa.Magazine;
if (chambers == null)
{
chambers = GetFireArmDeets.GetFireArmChamber(_fa);
}
proxies = GetFireArmDeets.GetFireArmProxySwitch(_fa, false);
}
else
{
_mag = null;
chambers = null;
proxies = null;
}
}
private void Update()
{
GetFirearmAndMag();
int ammoCount = GetAmmoCount();
int maxAmmoCount = GetMaxAmmoCount();
bool flag = (Object)(object)_mag != (Object)null;
if (_isUItextNotNull)
{
string text = CalculateAmmoCounterAmount(ammoCount, ref lastAmountOfBullets, enableDispLerp, DispLerpAmt, AddMinCharLength, MinCharLength);
UItext.text = text;
}
if (_isMaxAmmoTextNotNull)
{
string text2 = CalculateAmmoCounterAmount(maxAmmoCount, ref lastAmountOfMaxBullets, enableLerpForMaxAmmo, DispLerpAmt, AddMinCharLength, MinCharLength);
MaxAmmoText.text = text2;
}
if (_isammoTypeTextNotNull)
{
ammoTypeText.text = GetAmmoType();
}
if (_isfireModeTextNotNull || _isfireModeImageNotNull)
{
string fireMode = GetFireMode();
if (_isfireModeTextNotNull)
{
fireModeText.text = fireMode;
}
if (_isfireModeImageNotNull && fireModeSprites != null && fireModeSprites.Length > 0)
{
int spriteIndexForMode = GetSpriteIndexForMode(fireMode);
if (spriteIndexForMode >= 0 && spriteIndexForMode < fireModeSprites.Length)
{
fireModeImage.sprite = fireModeSprites[spriteIndexForMode];
}
}
}
if (EnabledObjects)
{
int num = int.Parse(CalculateAmmoCounterAmount(ammoCount, ref lastAmountOfBulletsForEnableObjects, enableLerpForEnabledObjects, DispLerpAmt));
if (EnableBasedOnPercentage)
{
SetEnabledObjectsPercentage(num);
}
else
{
SetEnabledObjects(num);
}
}
if (enableLowAmmoWarning)
{
UpdateLowAmmoWarning(ammoCount, maxAmmoCount, flag);
}
else
{
ResetWarningState();
}
if (showChamberIndicator)
{
int num2 = 0;
if (chambers != null)
{
num2 = chambers.Count((FVRFireArmChamber chamber) => chamber.IsFull && !chamber.IsSpent);
}
bool flag2 = num2 > 0;
if (chamberIndicatorUseImage)
{
if (_isChamberIndicatorImageNotNull && (Object)(object)chamberIndicatorImage != (Object)null)
{
((Component)chamberIndicatorImage).gameObject.SetActive(flag2);
}
}
else if (_isChamberIndicatorTextNotNull && (Object)(object)chamberIndicatorText != (Object)null)
{
((Component)chamberIndicatorText).gameObject.SetActive(flag2);
if (flag2)
{
chamberIndicatorText.text = chamberIndicatorString;
}
}
}
else
{
if (_isChamberIndicatorImageNotNull && (Object)(object)chamberIndicatorImage != (Object)null)
{
((Component)chamberIndicatorImage).gameObject.SetActive(false);
}
if (_isChamberIndicatorTextNotNull && (Object)(object)chamberIndicatorText != (Object)null)
{
((Component)chamberIndicatorText).gameObject.SetActive(false);
}
}
_previousAmmoCount = ammoCount;
_hadMagLastFrame = flag;
}
private void UpdateLowAmmoWarning(int currentAmmo, int maxAmmo, bool hasMag)
{
if (!hasMag)
{
ResetWarningState();
return;
}
bool flag = hasMag && !_hadMagLastFrame;
bool flag2 = false;
bool flag3 = false;
if (maxAmmo > 0)
{
if (currentAmmo > 0)
{
float num = (float)currentAmmo / (float)maxAmmo * 100f;
flag2 = num <= lowAmmoThresholdPercent;
}
if (_previousAmmoCount > 0)
{
float num2 = (float)_previousAmmoCount / (float)maxAmmo * 100f;
flag3 = num2 <= lowAmmoThresholdPercent;
}
}
if (flag2 && (!flag3 || flag))
{
PlayWarningClip(lowAmmoClip);
}
if (currentAmmo <= 0)
{
bool flag4 = _previousAmmoCount > 0;
bool flag5 = flag;
if ((flag4 || flag5) && !_hasPlayedDepletedSound)
{
PlayWarningClip(depletedAmmoClip);
_hasPlayedDepletedSound = true;
}
}
if (maxAmmo > 0 && currentAmmo > 0)
{
float num3 = (float)currentAmmo / (float)maxAmmo * 100f;
if (num3 > lowAmmoThresholdPercent)
{
_hasPlayedDepletedSound = false;
}
}
if (enableLowAmmoBlink && _isUItextNotNull && (flag2 || _hasPlayedDepletedSound))
{
_isBlinking = true;
_blinkTimer += Time.deltaTime;
float num4 = ((!(blinkRate > 0f)) ? 1f : (1f / blinkRate));
bool enabled = _blinkTimer % num4 < num4 * 0.5f;
((Behaviour)UItext).enabled = enabled;
}
else if (_isBlinking)
{
_isBlinking = false;
_blinkTimer = 0f;
if (_isUItextNotNull)
{
((Behaviour)UItext).enabled = true;
}
}
}
private void ResetWarningState()
{
if (_isBlinking)
{
_isBlinking = false;
_blinkTimer = 0f;
if (_isUItextNotNull)
{
((Behaviour)UItext).enabled = true;
}
}
_hasPlayedLowAmmoSound = false;
_hasPlayedDepletedSound = false;
}
private void PlayWarningClip(AudioClip clip)
{
if ((Object)(object)clip != (Object)null && (Object)(object)warningAudioSource != (Object)null)
{
warningAudioSource.PlayOneShot(clip);
}
}
private int GetAmmoCount()
{
if ((Object)(object)_mag != (Object)null)
{
return _mag.m_numRounds;
}
int num = 0;
if ((Object)(object)_fa != (Object)null)
{
if (chambers != null)
{
num += chambers.Count((FVRFireArmChamber chamber) => chamber.IsFull && !chamber.IsSpent);
}
if (proxies != null)
{
FVRFirearmMovingProxyRound[] array = proxies;
foreach (FVRFirearmMovingProxyRound val in array)
{
if (val.IsFull)
{
num++;
}
}
}
if ((Object)(object)_fa.BeltDD != (Object)null)
{
num += _fa.BeltDD.m_roundsOnBelt;
}
}
return num;
}
private int GetMaxAmmoCount()
{
if ((Object)(object)_mag != (Object)null)
{
return _mag.m_capacity;
}
if ((Object)(object)_fa != (Object)null && !_fa.UsesMagazines)
{
return (chambers != null) ? chambers.Length : 0;
}
return 0;
}
private string GetAmmoType()
{
//IL_00d5: 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_0037: 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_0080: Unknown result type (might be due to invalid IL or missing references)
//IL_009b: Unknown result type (might be due to invalid IL or missing references)
if ((Object)(object)_fa != (Object)null)
{
List<FireArmRoundClass> chamberRoundList = _fa.GetChamberRoundList();
if (chamberRoundList != null && chamberRoundList.Count > 0)
{
return AM.GetFullRoundName(_fa.RoundType, chamberRoundList[0]);
}
if ((Object)(object)_fa.BeltDD != (Object)null && _fa.BeltDD.m_roundsOnBelt > 0)
{
return AM.GetFullRoundName(_fa.RoundType, _fa.BeltDD.BeltRounds[0].LR_Class);
}
}
if ((Object)(object)_mag != (Object)null && _mag.m_numRounds > 0)
{
return AM.GetFullRoundName(_mag.RoundType, _mag.LoadedRounds[0].LR_Class);
}
return string.Empty;
}
private string GetFireMode()
{
if ((Object)(object)_fa == (Object)null)
{
return "N/A";
}
FVRFireArm fa = _fa;
Handgun val = (Handgun)(object)((fa is Handgun) ? fa : null);
if ((Object)(object)val == (Object)null)
{
return "N/A";
}
if (val.IsSafetyEngaged)
{
return "Safe";
}
if (val.FireSelectorModes != null && val.FireSelectorModes.Length > 0)
{
FireSelectorMode val2 = val.FireSelectorModes[val.FireSelectorModeIndex];
return ((object)(FireSelectorModeType)(ref val2.ModeType)).ToString();
}
return "N/A";
}
private int GetSpriteIndexForMode(string mode)
{
return mode switch
{
"Safe" => 0,
"Single" => 1,
"FullAuto" => 2,
"Burst" => 3,
_ => 4,
};
}
public static string CalculateAmmoCounterAmount(int currentammo, ref int lastammo, bool lerp = false, float lerpAmt = 0f, bool pad = false, int padAmt = 0)
{
if (lerp)
{
currentammo = LerpInt(lastammo, currentammo, lerpAmt);
}
string text = currentammo.ToString();
if (pad)
{
text = PadStringNumberToAmt(text, padAmt);
}
lastammo = currentammo;
return text;
}
public static string PadStringNumberToAmt(string str, int minCharLength)
{
int num = minCharLength - str.Length;
for (int i = 0; i < num; i++)
{
str = "0" + str;
}
return str;
}
public static int LerpInt(int a, int b, float lerp)
{
bool flag = a == 0;
a = Mathf.CeilToInt(Mathf.Lerp((float)a, (float)b, lerp));
if (a == 1 && flag)
{
a = 0;
}
return a;
}
private void SetEnabledObjects(int amt)
{
amt = Mathf.Clamp(amt, 0, Objects.Count - 1);
for (int i = 0; i < Objects.Count; i++)
{
Objects[i].SetActive(false);
}
if ((Object)(object)ObjectWhenEmpty != (Object)null)
{
ObjectWhenEmpty.SetActive(false);
}
if ((Object)(object)_mag == (Object)null && (Object)(object)ObjectWhenEmpty != (Object)null)
{
ObjectWhenEmpty.SetActive(true);
return;
}
for (int j = 0; j < Objects.Count; j++)
{
if (j < amt)
{
if (EnableAllUnderAmount)
{
Objects[j].SetActive(true);
}
}
else if (j == amt)
{
Objects[j].SetActive(true);
}
}
}
private void SetEnabledObjectsPercentage(int amt)
{
amt = Mathf.Clamp(amt, 0, Objects.Count - 1);
int maxAmmoCount = GetMaxAmmoCount();
if (maxAmmoCount <= 0)
{
return;
}
float num = (float)amt / (float)maxAmmoCount;
for (int i = 0; i < Objects.Count; i++)
{
Objects[i].SetActive(false);
}
if ((Object)(object)ObjectWhenEmpty != (Object)null)
{
ObjectWhenEmpty.SetActive(false);
}
if ((Object)(object)_mag == (Object)null && (Object)(object)ObjectWhenEmpty != (Object)null)
{
ObjectWhenEmpty.SetActive(true);
return;
}
for (int j = 0; j < Objects.Count; j++)
{
float num2 = ObjectPercentages[j] / 100f;
float num3 = 0f;
if (j > 0)
{
num3 = ObjectPercentages[j - 1] / 100f;
}
if (!(num > num2))
{
continue;
}
if (num > num3)
{
if (EnableAllUnderAmount)
{
Objects[j].SetActive(true);
}
}
else
{
Objects[j].SetActive(true);
}
}
}
public void NullCheck()
{
_isammoTypeTextNotNull = (Object)(object)ammoTypeText != (Object)null;
_isMaxAmmoTextNotNull = (Object)(object)MaxAmmoText != (Object)null;
_isUItextNotNull = (Object)(object)UItext != (Object)null;
_isfireModeTextNotNull = (Object)(object)fireModeText != (Object)null;
_isfireModeImageNotNull = (Object)(object)fireModeImage != (Object)null;
_isChamberIndicatorImageNotNull = (Object)(object)chamberIndicatorImage != (Object)null;
_isChamberIndicatorTextNotNull = (Object)(object)chamberIndicatorText != (Object)null;
}
}