Decompiled source of FallDamage v0.0.1

NGA.FallDamage.dll

Decompiled 6 months ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using FistVR;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Sodalite.ModPanel;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyCompany("NGA")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("Persistent player progression! Raid, stash loot, and deploy with seemless scene/loadout saving.")]
[assembly: AssemblyFileVersion("0.1.0.0")]
[assembly: AssemblyInformationalVersion("0.1.0")]
[assembly: AssemblyProduct("NGA.FallDamage")]
[assembly: AssemblyTitle("BepInEx Plugin Title")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.1.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace BepInEx
{
	[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
	[Conditional("CodeGeneration")]
	internal sealed class BepInAutoPluginAttribute : Attribute
	{
		public BepInAutoPluginAttribute(string id = null, string name = null, string version = null)
		{
		}
	}
}
namespace BepInEx.Preloader.Core.Patching
{
	[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
	[Conditional("CodeGeneration")]
	internal sealed class PatcherAutoPluginAttribute : Attribute
	{
		public PatcherAutoPluginAttribute(string id = null, string name = null, string version = null)
		{
		}
	}
}
namespace NGA
{
	[BepInPlugin("NGA.FallDamage", "FallDamage", "0.0.1")]
	[BepInDependency("nrgill28.Sodalite", "1.4.1")]
	[BepInProcess("h3vr.exe")]
	public class FallDamage : BaseUnityPlugin
	{
		[HarmonyPatch(typeof(FVRMovementManager))]
		[HarmonyPatch("Update")]
		public class FVRMovementManagerFU : MonoBehaviour
		{
			public static float lastFallSpeed;

			public static float minTimestamp;

			private static void Prefix(FVRMovementManager __instance)
			{
				//IL_004b: Unknown result type (might be due to invalid IL or missing references)
				if (CheckSkip() || !EnableFallDamage.Value)
				{
					return;
				}
				float startingHealth = GM.CurrentPlayerBody.m_startingHealth;
				float value = LowFallsSpeed.Value;
				float value2 = DeathFallsSpeed.Value;
				float y = __instance.GetFilteredVel().y;
				float num = Math.Abs(lastFallSpeed);
				if (lastFallSpeed < 0f && num > value && Math.Abs(y) < 0.05f)
				{
					if (num < value2)
					{
						float value3 = MinFallDamagePerc.Value;
						float num2 = (num - value) / Math.Abs(value2 - value);
						float num3 = value3 * (1f + num2);
						float num4 = startingHealth * num3 / 100f;
						if (GM.CurrentPlayerBody.Health - num4 <= 0f)
						{
							Logger.LogWarning((object)("Took MAX FALL DAMAGE! speed: " + num + " damage: " + num4));
							GM.CurrentPlayerBody.Health = 1f;
						}
						else
						{
							Logger.LogWarning((object)("Took FALL DAMAGE! speed: " + num + " damage: " + num4));
							FVRPlayerBody currentPlayerBody = GM.CurrentPlayerBody;
							currentPlayerBody.Health -= num4;
						}
					}
					else
					{
						Logger.LogWarning((object)("Died to FALL DAMAGE! speed: " + num));
						GM.CurrentPlayerBody.Health = 0f;
						GM.CurrentPlayerBody.KillPlayer(true);
					}
				}
				float time = Time.time;
				if (y < lastFallSpeed || time - minTimestamp > 0.06f)
				{
					lastFallSpeed = y;
					minTimestamp = Time.time;
				}
			}
		}

		private static ConfigEntry<bool> GameEnabled;

		private static ConfigEntry<bool> EnableFallDamage;

		private static ConfigEntry<float> LowFallsSpeed;

		private static ConfigEntry<float> DeathFallsSpeed;

		private static ConfigEntry<float> MinFallDamagePerc;

		internal static ManualLogSource Logger { get; private set; }

		private void Awake()
		{
			//IL_0012: Unknown result type (might be due to invalid IL or missing references)
			//IL_0018: Expected O, but got Unknown
			Logger = ((BaseUnityPlugin)this).Logger;
			Harmony val = new Harmony("NGA.FallDamage");
			Logger.LogMessage((object)"New harmony");
			SetUpConfigFields();
			Logger.LogMessage((object)"Setted the fields");
			val.PatchAll();
			Logger.LogMessage((object)"Hello, world! Sent from NGA.FallDamage 0.0.1");
		}

		private void SetUpConfigFields()
		{
			//IL_006a: Unknown result type (might be due to invalid IL or missing references)
			//IL_007a: Expected O, but got Unknown
			//IL_0075: Unknown result type (might be due to invalid IL or missing references)
			//IL_007f: Expected O, but got Unknown
			//IL_00ad: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bd: Expected O, but got Unknown
			//IL_00b8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c2: Expected O, but got Unknown
			//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
			//IL_0100: Expected O, but got Unknown
			//IL_00fb: Unknown result type (might be due to invalid IL or missing references)
			//IL_0105: Expected O, but got Unknown
			GameEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Overall", "ON/OFF", true, "Completely enable/disable mod");
			EnableFallDamage = ((BaseUnityPlugin)this).Config.Bind<bool>("Fall Damage", "ON/OFF", true, "Enable armswinger with twinstick");
			LowFallsSpeed = ((BaseUnityPlugin)this).Config.Bind<float>("Fall Damage", "Minimum Impact Speed Damage.", 8.75f, new ConfigDescription("At what height do you begin taking damage. 8.7m/s is like 4 meters.", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 100f, 0.25f), new object[0]));
			DeathFallsSpeed = ((BaseUnityPlugin)this).Config.Bind<float>("Fall Damage", "Death Impact Speed Threshold.", 17f, new ConfigDescription("17m/s is like 15 meters. Anything below wont kill you, at worst leave you at 1 health", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 100f, 0.25f), new object[0]));
			MinFallDamagePerc = ((BaseUnityPlugin)this).Config.Bind<float>("Fall Damage", "Minimum Fall Damage percent", 8.5f, new ConfigDescription("Minimum damage dealt as a percent of max health, you will take on minimum. Scales with height relative to death height.", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 100f, 0.25f), new object[0]));
		}

		private static bool CheckSkip()
		{
			return !GameEnabled.Value;
		}
	}
}