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.OomphFactor")]
[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.OomphFactor", "OomphFactor", "0.0.1")]
[BepInDependency("nrgill28.Sodalite", "1.4.1")]
[BepInProcess("h3vr.exe")]
public class OomphFactor : BaseUnityPlugin
{
[HarmonyPatch(typeof(FVRFireArm))]
[HarmonyPatch("Recoil")]
public class FVRFireArmRecoil : MonoBehaviour
{
private static void Postfix(FVRFireArm __instance)
{
//IL_005e: Unknown result type (might be due to invalid IL or missing references)
if (RecoilShakeEnabled.Value)
{
FVRFireArmRecoilProfile recoilProfile = __instance.GetRecoilProfile();
float num = ((1f + recoilProfile.MaxVerticalRot > 100f) ? 4f : (recoilProfile.MaxVerticalRot / 100f));
ScreenShake.TriggerShake(new ShakeProfile(RecoilMagMult.Value * num, RecoilLenghtShake.Value, RecoilShakeFalloffExp.Value));
Logger.LogMessage((object)("Recoil Mult: " + recoilProfile.MaxVerticalRot));
}
}
}
[HarmonyPatch(typeof(FVRPlayerHitbox))]
[HarmonyPatch("Damage", new Type[] { typeof(Damage) })]
public class FVRPlayerHitboxDamage : MonoBehaviour
{
private static void Postfix(FVRPlayerHitbox __instance, Damage d)
{
//IL_004e: Unknown result type (might be due to invalid IL or missing references)
//IL_0071: 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)
if (DamageVignEnabled.Value)
{
Color val = default(Color);
((Color)(ref val))..ctor(0f, 0f, 0f, DamageVignAlpha.Value);
ScreenShake.TriggerShake(new ShakeProfile(DamageVignWarp.Value, DamageVignLen.Value, DamageVignDropOff.Value), new VignetteProfile(DamageVignMagMult.Value, DamageVignRadius.Value, DamageVignLen.Value, val));
}
}
}
[HarmonyPatch(typeof(FVRFireArm))]
[HarmonyPatch("Awake")]
public class FVRFireArmAwake : MonoBehaviour
{
private static void Prefix(FVRFireArm __instance)
{
//IL_0014: Unknown result type (might be due to invalid IL or missing references)
//IL_001a: Invalid comparison between Unknown and I4
//IL_002c: Unknown result type (might be due to invalid IL or missing references)
//IL_0032: Invalid comparison between Unknown and I4
//IL_0023: Unknown result type (might be due to invalid IL or missing references)
//IL_0044: Unknown result type (might be due to invalid IL or missing references)
//IL_004a: Invalid comparison between Unknown and I4
//IL_003b: Unknown result type (might be due to invalid IL or missing references)
//IL_005e: Unknown result type (might be due to invalid IL or missing references)
//IL_0053: Unknown result type (might be due to invalid IL or missing references)
//IL_007d: Unknown result type (might be due to invalid IL or missing references)
//IL_0082: Unknown result type (might be due to invalid IL or missing references)
if (MuzzleFlashUpgradeEnabled.Value)
{
if ((int)__instance.DefaultMuzzleEffectSize == 0)
{
__instance.DefaultMuzzleEffectSize = (MuzzleEffectSize)1;
}
else if ((int)__instance.DefaultMuzzleEffectSize == 1)
{
__instance.DefaultMuzzleEffectSize = (MuzzleEffectSize)2;
}
else if ((int)__instance.DefaultMuzzleEffectSize == 2)
{
__instance.DefaultMuzzleEffectSize = (MuzzleEffectSize)3;
}
else
{
__instance.DefaultMuzzleEffectSize = (MuzzleEffectSize)4;
}
MuzzleEffect[] muzzleEffects = __instance.MuzzleEffects;
foreach (MuzzleEffect val in muzzleEffects)
{
val.Size = __instance.DefaultMuzzleEffectSize;
}
}
}
}
private static ConfigEntry<bool> RecoilShakeEnabled;
private static ConfigEntry<float> RecoilMagMult;
private static ConfigEntry<float> RecoilLenghtShake;
private static ConfigEntry<float> RecoilShakeFalloffExp;
private static ConfigEntry<bool> DamageVignEnabled;
private static ConfigEntry<float> DamageVignMagMult;
private static ConfigEntry<float> DamageVignLen;
private static ConfigEntry<float> DamageVignRadius;
private static ConfigEntry<float> DamageVignDropOff;
private static ConfigEntry<float> DamageVignAlpha;
private static ConfigEntry<float> DamageVignWarp;
private static ConfigEntry<bool> MuzzleFlashUpgradeEnabled;
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.OomphFactor");
Logger.LogMessage((object)"New harmony");
SetUpConfigFields();
Logger.LogMessage((object)"Setted the fields");
val.PatchAll();
Logger.LogMessage((object)"Hello, world! Sent from NGA.OomphFactor 0.0.1");
}
private void SetUpConfigFields()
{
//IL_004a: Unknown result type (might be due to invalid IL or missing references)
//IL_005a: Expected O, but got Unknown
//IL_0055: Unknown result type (might be due to invalid IL or missing references)
//IL_005f: Expected O, but got Unknown
//IL_008d: Unknown result type (might be due to invalid IL or missing references)
//IL_009d: Expected O, but got Unknown
//IL_0098: Unknown result type (might be due to invalid IL or missing references)
//IL_00a2: Expected O, but got Unknown
//IL_00d0: Unknown result type (might be due to invalid IL or missing references)
//IL_00e0: Expected O, but got Unknown
//IL_00db: Unknown result type (might be due to invalid IL or missing references)
//IL_00e5: Expected O, but got Unknown
//IL_0133: Unknown result type (might be due to invalid IL or missing references)
//IL_0143: Expected O, but got Unknown
//IL_013e: Unknown result type (might be due to invalid IL or missing references)
//IL_0148: Expected O, but got Unknown
//IL_0176: Unknown result type (might be due to invalid IL or missing references)
//IL_0186: Expected O, but got Unknown
//IL_0181: Unknown result type (might be due to invalid IL or missing references)
//IL_018b: Expected O, but got Unknown
//IL_01b9: Unknown result type (might be due to invalid IL or missing references)
//IL_01c9: Expected O, but got Unknown
//IL_01c4: Unknown result type (might be due to invalid IL or missing references)
//IL_01ce: Expected O, but got Unknown
//IL_01fc: Unknown result type (might be due to invalid IL or missing references)
//IL_020c: Expected O, but got Unknown
//IL_0207: Unknown result type (might be due to invalid IL or missing references)
//IL_0211: Expected O, but got Unknown
//IL_023f: Unknown result type (might be due to invalid IL or missing references)
//IL_024f: Expected O, but got Unknown
//IL_024a: Unknown result type (might be due to invalid IL or missing references)
//IL_0254: Expected O, but got Unknown
//IL_0282: Unknown result type (might be due to invalid IL or missing references)
//IL_0292: Expected O, but got Unknown
//IL_028d: Unknown result type (might be due to invalid IL or missing references)
//IL_0297: Expected O, but got Unknown
RecoilShakeEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Recoil", "ON/OFF", true, "Enable camera warp?");
RecoilMagMult = ((BaseUnityPlugin)this).Config.Bind<float>("Recoil", "Recoil Warp Multiplier", 0.05f, new ConfigDescription("How hard it Warps", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 5f, 0.01f), new object[0]));
RecoilLenghtShake = ((BaseUnityPlugin)this).Config.Bind<float>("Recoil", "Length of Warp", 0.1f, new ConfigDescription("How long it Warps", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 2f, 0.05f), new object[0]));
RecoilShakeFalloffExp = ((BaseUnityPlugin)this).Config.Bind<float>("Recoil", "Warp Falloff Exponent", 0.5f, new ConfigDescription("How quickly the Warp dissipates", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 10f, 0.05f), new object[0]));
DamageVignEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Damaged", "ON/OFF", true, "Enable player hit vignete effect");
DamageVignMagMult = ((BaseUnityPlugin)this).Config.Bind<float>("Damaged", "Vignette Magnitude", 0.1f, new ConfigDescription("How hard it does", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 100f, 0.1f), new object[0]));
DamageVignLen = ((BaseUnityPlugin)this).Config.Bind<float>("Damaged", "Length of Vignette", 3f, new ConfigDescription("How long it does", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 100f, 0.1f), new object[0]));
DamageVignRadius = ((BaseUnityPlugin)this).Config.Bind<float>("Damaged", "Radius of Vignette", 1f, new ConfigDescription("How wide it does", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 100f, 0.1f), new object[0]));
DamageVignAlpha = ((BaseUnityPlugin)this).Config.Bind<float>("Damaged", "Vignette Transparency", 1f, new ConfigDescription("How invisible it does", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 100f, 0.1f), new object[0]));
DamageVignWarp = ((BaseUnityPlugin)this).Config.Bind<float>("Damaged", "Vignette Shake Magnitude", 0.1f, new ConfigDescription("How hard it does", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 100f, 0.1f), new object[0]));
DamageVignDropOff = ((BaseUnityPlugin)this).Config.Bind<float>("Damaged", "Vignette Dropoff Exp", 6.2f, new ConfigDescription("How fast it dissipates", (AcceptableValueBase)new AcceptableValueFloatRangeStep(0f, 100f, 0.1f), new object[0]));
MuzzleFlashUpgradeEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Gun Effects", "ON/OFF", true, "Requires NEWLY SPAWNED GUN. Enable muzzle flash upgrades");
}
}
}