using System;
using System.Collections;
using System.Collections.Generic;
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.Configuration;
using FistVR;
using HarmonyLib;
using OtherLoader;
using ProBuilder2.Common;
using ProBuilder2.MeshOperations;
using Sodalite.Api;
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 Okkim.Budget_Arms_Slaught_O_Matic
{
[BepInPlugin("MeatKit", "MeatKit Plugin", "1.0.0")]
[BepInProcess("h3vr.exe")]
public class MeatKitPlugin_Slaughtomatic : BaseUnityPlugin
{
private static readonly string BasePath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
private void Awake()
{
LoadAssets();
}
private void LoadAssets()
{
}
}
internal class Slaughtomatic : OpenBoltReceiver
{
[Header("Slaught-O-Matic Config")]
public SlaughtomaticSeal seal;
public PinnedGrenadePin muzzleCap;
public Vector3 muzzleCapEjectionForce;
public Vector3 muzzleCapEjectionRotationalForce;
public Transform muzzleCapEjectionPoint;
private bool hasMuzzleCap = true;
public List<MeshRenderer> meshesWithVariableMats;
[HideInInspector]
private int shotsFired;
private int skinID = -1;
[Header("Malfunction Config")]
public int malfunctionShotThreshold = 20;
public float malfunctionChanceIncrease;
private float curMalfunctionChance;
public float timeBetweenBreakageEjections;
[Tooltip("How much the ejection time can fluctuate")]
public float ejectionVariance;
[HideInInspector]
public bool isMalfunctioned;
[Header("Breakage Config")]
public int breakingShotThreshold = 36;
public float breakingChanceIncrease;
private float curBreakingChance;
public MeshFilter[] meshesToBreak;
public Mesh[] correspondingBrokenMeshes;
public ParticleSystem breakingParticles;
public AudioEvent audEvent_BreakGun;
[HideInInspector]
public bool isBroken;
private float timeSinceHeld;
[Header("Overrides")]
public bool randomSkinsDisabledOverride = false;
public bool malfunctionsDisabledOverride = false;
public override void Awake()
{
//IL_0013: Unknown result type (might be due to invalid IL or missing references)
//IL_001d: Expected O, but got Unknown
((OpenBoltReceiver)this).Awake();
GM.CurrentSceneSettings.ShotFiredEvent += new ShotFired(OnShotFired);
if (randomSkinsDisabledOverride || skinID >= 0 || !SlaughtomaticConfig.randomSkinsEnabled.Value)
{
return;
}
if (meshesWithVariableMats.Count > 0)
{
skinID = SlaughtomaticConfig.GetWeightedRandomSkinID();
Material skinByID = SlaughtomaticConfig.GetSkinByID(skinID);
if (!((Object)(object)skinByID != (Object)null))
{
return;
}
{
foreach (MeshRenderer meshesWithVariableMat in meshesWithVariableMats)
{
((Renderer)meshesWithVariableMat).material = skinByID;
}
return;
}
}
Debug.Log((object)"no meshes to change");
}
public override void ConfigureFromFlagDic(Dictionary<string, string> f)
{
string key = "SkinID";
if (f.ContainsKey(key))
{
string s = f[key];
if (int.TryParse(s, out var result))
{
skinID = result;
Material skinByID = SlaughtomaticConfig.GetSkinByID(skinID);
if ((Object)(object)skinByID != (Object)null)
{
foreach (MeshRenderer meshesWithVariableMat in meshesWithVariableMats)
{
((Renderer)meshesWithVariableMat).material = skinByID;
}
}
}
}
((FVRFireArm)this).ConfigureFromFlagDic(f);
}
public override Dictionary<string, string> GetFlagDic()
{
Dictionary<string, string> flagDic = ((FVRFireArm)this).GetFlagDic();
string key = "SkinID";
string value = skinID.ToString();
flagDic.Add(key, value);
return flagDic;
}
public override void BeginInteraction(FVRViveHand hand)
{
((FVRFireArm)this).BeginInteraction(hand);
timeSinceHeld = 0f;
}
public override void EndInteractionIntoInventorySlot(FVRViveHand hand, FVRQuickBeltSlot slot)
{
((OpenBoltReceiver)this).EndInteractionIntoInventorySlot(hand, slot);
timeSinceHeld = 0f;
}
private void OnShotFired(FVRFireArm firearm)
{
//IL_002d: Unknown result type (might be due to invalid IL or missing references)
//IL_0033: Unknown result type (might be due to invalid IL or missing references)
if (!((Object)(object)firearm == (Object)(object)this) || isBroken)
{
return;
}
if (hasMuzzleCap)
{
DetachAndAddForce(muzzleCap, muzzleCapEjectionForce, muzzleCapEjectionRotationalForce, muzzleCapEjectionPoint);
hasMuzzleCap = false;
}
if (malfunctionsDisabledOverride || !SlaughtomaticConfig.malfunctionsEnabled.Value)
{
return;
}
shotsFired++;
if (shotsFired > breakingShotThreshold)
{
curBreakingChance += breakingChanceIncrease;
if (Random.Range(0f, 1f) < curBreakingChance)
{
BreakGun();
return;
}
}
if (shotsFired > malfunctionShotThreshold)
{
curMalfunctionChance += malfunctionChanceIncrease;
if (Random.Range(0f, 1f) < curMalfunctionChance)
{
isMalfunctioned = true;
base.Bolt.m_doesFiringPinStrikeOnArrivalAtFore = false;
}
}
}
private void BreakGun()
{
//IL_0031: Unknown result type (might be due to invalid IL or missing references)
isBroken = true;
if ((Object)(object)breakingParticles != (Object)null)
{
breakingParticles.Play();
}
SM.PlayCoreSound((FVRPooledAudioType)5, audEvent_BreakGun, ((Component)this).transform.position);
if (meshesToBreak.Length == correspondingBrokenMeshes.Length)
{
for (int i = 0; i < meshesToBreak.Length; i++)
{
if ((Object)(object)meshesToBreak[i] != (Object)null && (Object)(object)correspondingBrokenMeshes[i] != (Object)null)
{
meshesToBreak[i].mesh = correspondingBrokenMeshes[i];
}
else
{
Debug.LogError((object)("Mesh or mesh filter of count " + i + "is null on Slaughtomatic"));
}
}
}
((OpenBoltReceiver)this).EngageSeer();
((MonoBehaviour)this).StartCoroutine(SpewRemainingBullets());
}
private IEnumerator SpewRemainingBullets()
{
while (true)
{
if (((FVRFireArm)this).Magazine.HasARound())
{
FVRFireArmRound component = Object.Instantiate<GameObject>(((FVRFireArm)this).Magazine.RemoveRound(false)).GetComponent<FVRFireArmRound>();
((Component)component).transform.localRotation = base.RoundPos_Ejection.rotation;
component.Eject(base.RoundPos_Ejection.position, ((Component)this).transform.right * base.EjectionSpeed.x + ((Component)this).transform.up * base.EjectionSpeed.y + ((Component)this).transform.forward * base.EjectionSpeed.z, ((Component)this).transform.right * base.EjectionSpin.x + ((Component)this).transform.up * base.EjectionSpin.y + ((Component)this).transform.forward * base.EjectionSpin.z);
SM.PlayGenericSound(((FVRFireArm)this).AudioClipSet.MagazineEjectRound, ((Component)this).transform.position);
}
yield return (object)new WaitForSeconds(timeBetweenBreakageEjections + Random.Range(ejectionVariance * -1f, ejectionVariance));
}
}
public void StartDespawnTimer()
{
if (SlaughtomaticConfig.weaponDespawnTimer.Value > 0f)
{
((MonoBehaviour)this).StartCoroutine(DespawnTimer());
}
}
public IEnumerator DespawnTimer()
{
while (true)
{
if (((FVRInteractiveObject)this).IsHeld || (Object)(object)((FVRPhysicalObject)this).QuickbeltSlot != (Object)null || SlaughtomaticConfig.weaponDespawnTimer.Value == 0f)
{
yield return null;
}
timeSinceHeld += Time.deltaTime;
if (timeSinceHeld > SlaughtomaticConfig.weaponDespawnTimer.Value)
{
Object.Destroy((Object)(object)((Component)this).gameObject);
}
yield return null;
}
}
public void DetachAndAddForce(PinnedGrenadePin _thing, Vector3 _detachForce, Vector3 _detachRotationalForce, Transform _detachPoint)
{
//IL_0017: 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_0071: 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_0088: Unknown result type (might be due to invalid IL or missing references)
//IL_0094: Unknown result type (might be due to invalid IL or missing references)
//IL_0099: Unknown result type (might be due to invalid IL or missing references)
//IL_00a4: Unknown result type (might be due to invalid IL or missing references)
//IL_00b0: Unknown result type (might be due to invalid IL or missing references)
//IL_00b5: Unknown result type (might be due to invalid IL or missing references)
//IL_00db: 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_00f2: Unknown result type (might be due to invalid IL or missing references)
//IL_00fe: Unknown result type (might be due to invalid IL or missing references)
//IL_0103: Unknown result type (might be due to invalid IL or missing references)
//IL_010e: Unknown result type (might be due to invalid IL or missing references)
//IL_011a: Unknown result type (might be due to invalid IL or missing references)
//IL_011f: Unknown result type (might be due to invalid IL or missing references)
((Behaviour)_thing).enabled = true;
((FVRPhysicalObject)_thing).SetParentage((Transform)null);
((Component)_thing).transform.position = _detachPoint.position;
((Component)_thing).transform.rotation = _detachPoint.rotation;
if ((Object)(object)((FVRPhysicalObject)_thing).RootRigidbody == (Object)null)
{
((FVRPhysicalObject)_thing).RootRigidbody = ((Component)_thing).gameObject.AddComponent<Rigidbody>();
}
((FVRPhysicalObject)_thing).RootRigidbody.mass = 0.02f;
((FVRPhysicalObject)_thing).RootRigidbody.velocity = ((Component)this).transform.right * _detachForce.x + ((Component)this).transform.up * _detachForce.y + ((Component)this).transform.forward * _detachForce.z;
((FVRPhysicalObject)_thing).RootRigidbody.maxAngularVelocity = 200f;
((FVRPhysicalObject)_thing).RootRigidbody.angularVelocity = ((Component)this).transform.right * _detachRotationalForce.x + ((Component)this).transform.up * _detachRotationalForce.y + ((Component)this).transform.forward * _detachRotationalForce.z;
}
}
[BepInPlugin("okkim.slaughtomatic", "Budget Arms Slaught-O-Matic", "1.0.0")]
[BepInProcess("h3vr.exe")]
internal class SlaughtomaticConfig : BaseUnityPlugin
{
private const string ASSET_BUNDLE_NAME = "slaughtomatic_skins";
public static List<MaterialProfileEntry> registeredMaterialEntries = new List<MaterialProfileEntry>();
public static int skinWeightSum;
public static ConfigEntry<bool> malfunctionsEnabled;
public static ConfigEntry<bool> randomSkinsEnabled;
public static ConfigEntry<bool> randomRareSkinsEnabled;
public static ConfigEntry<bool> pulltabAutoDetachEnabled;
public static ConfigEntry<float> weaponDespawnTimer;
private void Awake()
{
malfunctionsEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Slaught-O-Matic Config", "Enable Malfunctions", true, "Allows the weapon to jam past 20 shots, and break past 36 shots. After all, you weren't meant to reload it!");
randomSkinsEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Slaught-O-Matic Config", "Randomize Weapon Skins", true, "If enabled, any new Slaught-O-Matic will have a randomly chosen paintjob.");
randomRareSkinsEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Slaught-O-Matic Config", "Spawn Rare Skins", true, "Adds a collection of rare (and lore-breaking) skins to the pool of random Slaught-O-Matic paintjobs. Requires restart.");
pulltabAutoDetachEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Slaught-O-Matic Config", "Remove Pulltab With Trigger Pull", false, "Allows the pulltab to be removed simply by pulling the trigger. Disables TnH scoring.");
weaponDespawnTimer = ((BaseUnityPlugin)this).Config.Bind<float>("Slaught-O-Matic Config", "Used Weapon Despawn Timer", 30f, "Despawns used Slaught-O-Matics after a set duration. Set to 0 to disable (will impact performance!)");
string directoryName = Path.GetDirectoryName(((BaseUnityPlugin)this).Info.Location);
AssetBundle skinBundle = AssetBundle.LoadFromFile(Path.Combine(directoryName, "slaughtomatic_skins"));
RegisterSkins(skinBundle);
Harmony.CreateAndPatchAll(typeof(SlaughtomaticConfig), (string)null);
}
private void RegisterSkins(AssetBundle _skinBundle)
{
SlaughtomaticMaterialProfile slaughtomaticMaterialProfile = _skinBundle.LoadAsset<SlaughtomaticMaterialProfile>("obj_SlaughtomaticMaterialProfile");
foreach (MaterialProfileEntry materialProfileEntry in slaughtomaticMaterialProfile.materialProfileEntries)
{
if (randomRareSkinsEnabled.Value || !materialProfileEntry.isRare)
{
registeredMaterialEntries.Add(materialProfileEntry);
skinWeightSum += materialProfileEntry.weight;
}
}
}
public static int GetWeightedRandomSkinID()
{
int num = Random.Range(0, skinWeightSum + 1);
int num2 = 0;
foreach (MaterialProfileEntry registeredMaterialEntry in registeredMaterialEntries)
{
num -= registeredMaterialEntry.weight;
if (num <= 0)
{
return num2;
}
num2++;
}
Debug.LogError((object)"Slaughtomatic: Weighted random skin ID selection didn't return a material entry");
return -1;
}
public static Material GetSkinByID(int _ID)
{
if (_ID >= 0)
{
return registeredMaterialEntries[_ID].material;
}
return null;
}
[HarmonyPatch(typeof(OpenBoltReceiver), "ReleaseSeer")]
[HarmonyPrefix]
public static bool OpenBoltReceiver_ReleaseSeer_Patch(OpenBoltReceiver __instance)
{
if (__instance is Slaughtomatic)
{
Slaughtomatic slaughtomatic = __instance as Slaughtomatic;
if (!slaughtomatic.seal.isPulled || slaughtomatic.isBroken)
{
if (pulltabAutoDetachEnabled.Value && !slaughtomatic.seal.isPulled)
{
LeaderboardAPI.LeaderboardDisabled.TakeLock();
slaughtomatic.seal.PullOutSeal(null);
}
return false;
}
}
return true;
}
[HarmonyPatch(typeof(OpenBoltReceiverBolt), "BoltEvent_EjectRound")]
[HarmonyPostfix]
public static void OpenBoltReceiverBolt_BoltEvent_EjectRound_Patch(OpenBoltReceiverBolt __instance)
{
if (__instance.Receiver is Slaughtomatic)
{
Slaughtomatic slaughtomatic = __instance.Receiver as Slaughtomatic;
if (slaughtomatic.isMalfunctioned && ((FVRInteractiveObject)((OpenBoltReceiver)slaughtomatic).Bolt).IsHeld)
{
((OpenBoltReceiver)slaughtomatic).Bolt.m_doesFiringPinStrikeOnArrivalAtFore = true;
slaughtomatic.isMalfunctioned = false;
}
}
}
}
}
[Serializable]
[CreateAssetMenu(fileName = "New SlaughtomaticMaterialProfile", menuName = "Okkim/Slaughtomatic Material Profile", order = 1)]
public class SlaughtomaticMaterialProfile : ScriptableObject
{
private int materialWeightSum = 0;
public List<MaterialProfileEntry> materialProfileEntries;
[ContextMenu("ListPercentages")]
public void ListPercentages()
{
Debug.Log((object)("Material weight sum = " + materialWeightSum));
int num = 0;
foreach (MaterialProfileEntry materialProfileEntry in materialProfileEntries)
{
float num2 = (float)materialProfileEntry.weight / (float)materialWeightSum;
Debug.Log((object)("Material " + num + " = " + ((Object)materialProfileEntry.material).name + ", weight = " + materialProfileEntry.weight + ", chance to drop = " + (num2 * 100f).ToString("F4") + "%"));
num++;
}
}
private void OnValidate()
{
materialWeightSum = 0;
foreach (MaterialProfileEntry materialProfileEntry in materialProfileEntries)
{
if (materialProfileEntry != null)
{
materialWeightSum += materialProfileEntry.weight;
}
}
}
}
[Serializable]
public class MaterialProfileEntry
{
public Material material;
[Tooltip("The higher the value, the more often it shows up in-game")]
public int weight = 1;
public bool isRare;
}
namespace Okkim.Budget_Arms_Slaught_O_Matic
{
internal class SlaughtomaticSeal : FVRInteractiveObject
{
[Header("Seal Config")]
public Slaughtomatic slaughtomatic;
public PinnedGrenadePin pulltab;
public Vector3 pulltabEjectionForce;
public Vector3 pulltabEjectionRotationalForce;
public WaggleJoint pulltabWaggleJoint;
public PinnedGrenadePin chamberBlock;
public Vector3 chamberBlockEjectionForce;
public Vector3 chamberBlockEjectionRotationalForce;
public Transform chamberBlockEjectionPoint;
[HideInInspector]
public bool isPulled = false;
public AudioEvent audEvent_PullOutSeal;
public float distanceNeededToPullOut;
public Transform anchorPoint;
public override bool IsInteractable()
{
return (((Object)(object)((FVRPhysicalObject)slaughtomatic).QuickbeltSlot != (Object)null && !((FVRPhysicalObject)slaughtomatic).m_isSpawnLock) || (Object)(object)((FVRPhysicalObject)slaughtomatic).QuickbeltSlot == (Object)null) && !isPulled && ((FVRInteractiveObject)this).IsInteractable();
}
public override void UpdateInteraction(FVRViveHand hand)
{
//IL_000e: 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_001e: Unknown result type (might be due to invalid IL or missing references)
//IL_002e: Unknown result type (might be due to invalid IL or missing references)
//IL_0033: Unknown result type (might be due to invalid IL or missing references)
//IL_0038: Unknown result type (might be due to invalid IL or missing references)
//IL_0045: Unknown result type (might be due to invalid IL or missing references)
//IL_004a: Unknown result type (might be due to invalid IL or missing references)
//IL_004f: Unknown result type (might be due to invalid IL or missing references)
//IL_00c7: Unknown result type (might be due to invalid IL or missing references)
//IL_00cc: Unknown result type (might be due to invalid IL or missing references)
//IL_00cd: Unknown result type (might be due to invalid IL or missing references)
//IL_00dd: Unknown result type (might be due to invalid IL or missing references)
//IL_0085: Unknown result type (might be due to invalid IL or missing references)
//IL_008a: Unknown result type (might be due to invalid IL or missing references)
//IL_008b: 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)
//IL_00a5: Unknown result type (might be due to invalid IL or missing references)
//IL_00fe: Unknown result type (might be due to invalid IL or missing references)
//IL_0103: Unknown result type (might be due to invalid IL or missing references)
//IL_013d: Unknown result type (might be due to invalid IL or missing references)
//IL_0142: Unknown result type (might be due to invalid IL or missing references)
//IL_0155: Unknown result type (might be due to invalid IL or missing references)
//IL_015a: Unknown result type (might be due to invalid IL or missing references)
//IL_0163: Unknown result type (might be due to invalid IL or missing references)
((FVRInteractiveObject)this).UpdateInteraction(hand);
Vector3 val = Vector3.ProjectOnPlane(((Component)hand).transform.position - anchorPoint.position, ((Component)slaughtomatic).transform.right);
Vector3 val2 = anchorPoint.InverseTransformPoint(((Component)hand).transform.position);
if (val2.y > 0f)
{
if (val2.z < 0f)
{
((Component)pulltab).transform.LookAt(anchorPoint.position + val, ((Component)slaughtomatic).transform.up * -1f);
}
else
{
((Component)pulltab).transform.LookAt(anchorPoint.position + val, ((Component)slaughtomatic).transform.up);
}
((Component)pulltab).transform.localEulerAngles = new Vector3(Mathf.Clamp(((Component)pulltab).transform.localEulerAngles.x, 270f - pulltabWaggleJoint.angleLimitRight, 270f + pulltabWaggleJoint.angleLimitLeft), ((Component)pulltab).transform.localEulerAngles.y, ((Component)pulltab).transform.localEulerAngles.z);
if (((Vector3)(ref val2)).sqrMagnitude > distanceNeededToPullOut * distanceNeededToPullOut)
{
PullOutSeal(hand);
}
}
}
public override void EndInteraction(FVRViveHand hand)
{
//IL_0013: Unknown result type (might be due to invalid IL or missing references)
((FVRInteractiveObject)this).EndInteraction(hand);
((Component)pulltab).transform.rotation = Quaternion.identity;
}
public override void FVRUpdate()
{
if (!((FVRInteractiveObject)this).IsHeld)
{
pulltabWaggleJoint.Execute();
}
}
public void PullOutSeal(FVRViveHand _hand)
{
//IL_00c3: Unknown result type (might be due to invalid IL or missing references)
//IL_007f: Unknown result type (might be due to invalid IL or missing references)
//IL_0085: Unknown result type (might be due to invalid IL or missing references)
//IL_008f: Unknown result type (might be due to invalid IL or missing references)
//IL_00e8: Unknown result type (might be due to invalid IL or missing references)
//IL_0100: Unknown result type (might be due to invalid IL or missing references)
//IL_0106: Unknown result type (might be due to invalid IL or missing references)
if (!isPulled)
{
isPulled = true;
slaughtomatic.StartDespawnTimer();
((FVRPhysicalObject)pulltab).RootRigidbody = ((Component)pulltab).gameObject.AddComponent<Rigidbody>();
((FVRPhysicalObject)pulltab).RootRigidbody.mass = 0.02f;
((Behaviour)pulltab).enabled = true;
((FVRInteractiveObject)this).ForceBreakInteraction();
if ((Object)(object)_hand == (Object)null)
{
slaughtomatic.DetachAndAddForce(pulltab, pulltabEjectionForce, pulltabEjectionRotationalForce * -0.5f, chamberBlockEjectionPoint);
}
else
{
_hand.ForceSetInteractable((FVRInteractiveObject)(object)pulltab);
((Component)pulltab).transform.position = ((HandInput)(ref _hand.Input)).Pos;
((FVRInteractiveObject)pulltab).BeginInteraction(_hand);
}
SM.PlayCoreSound((FVRPooledAudioType)10, audEvent_PullOutSeal, ((Component)this).transform.position);
slaughtomatic.DetachAndAddForce(chamberBlock, chamberBlockEjectionForce, chamberBlockEjectionRotationalForce, chamberBlockEjectionPoint);
((Behaviour)pulltabWaggleJoint).enabled = false;
((Component)this).gameObject.SetActive(false);
}
}
}
}
[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;
}
}
}
[BepInPlugin("Okkim.Budget_Arms_Slaught_O_Matic", "Budget_Arms_Slaught_O_Matic", "1.1.2")]
[BepInProcess("h3vr.exe")]
[BepInDependency("h3vr.otherloader", "1.3.0")]
public class Budget_Arms_Slaught_O_MaticPlugin : BaseUnityPlugin
{
private static readonly string BasePath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
private void Awake()
{
LoadAssets();
}
private void LoadAssets()
{
OtherLoader.RegisterDirectLoad(BasePath, "Okkim.Budget_Arms_Slaught_O_Matic", "", "", "slaughtomatic", "");
}
}
public class FollowTargetDebug : MonoBehaviour
{
public bool check;
private void OnLevelWasLoaded()
{
Debug.Log((object)("OnLevelWasLoaded, player head exists: " + GM.CurrentPlayerBody != null));
}
private void Awake()
{
Debug.Log((object)"OnAwake, player head exists: ");
}
private void Start()
{
Debug.Log((object)"Start, player head exists: ");
}
private void Update()
{
if (!check)
{
Debug.Log((object)"Update, player head exists: ");
}
check = true;
}
}
public class ExtrudeRandomEdges : MonoBehaviour
{
private pb_Object pb;
private pb_Face lastExtrudedFace = null;
public float distance = 1f;
private void Start()
{
pb = pb_ShapeGenerator.PlaneGenerator(1f, 1f, 0, 0, (Axis)2, false);
pb.SetFaceMaterial(pb.faces, pb_Constant.DefaultMaterial);
lastExtrudedFace = pb.faces[0];
}
private void OnGUI()
{
if (GUILayout.Button("Extrude Random Edge", (GUILayoutOption[])(object)new GUILayoutOption[0]))
{
ExtrudeEdge();
}
}
private void ExtrudeEdge()
{
//IL_0096: 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)
//IL_00b4: Unknown result type (might be due to invalid IL or missing references)
//IL_00d0: Unknown result type (might be due to invalid IL or missing references)
//IL_00d5: Unknown result type (might be due to invalid IL or missing references)
//IL_00df: Unknown result type (might be due to invalid IL or missing references)
//IL_00fc: Unknown result type (might be due to invalid IL or missing references)
//IL_0101: Unknown result type (might be due to invalid IL or missing references)
//IL_0106: Unknown result type (might be due to invalid IL or missing references)
//IL_0122: Unknown result type (might be due to invalid IL or missing references)
//IL_0124: Unknown result type (might be due to invalid IL or missing references)
//IL_016c: Unknown result type (might be due to invalid IL or missing references)
//IL_0174: Unknown result type (might be due to invalid IL or missing references)
pb_Face sourceFace = lastExtrudedFace;
List<pb_WingedEdge> wingedEdges = pb_WingedEdge.GetWingedEdges(pb, false);
IEnumerable<pb_WingedEdge> source = wingedEdges.Where((pb_WingedEdge x) => x.face == sourceFace);
List<pb_Edge> list = (from x in source
where x.opposite == null
select x into y
select y.edge.local).ToList();
int index = Random.Range(0, list.Count);
pb_Edge val = list[index];
Vector3 val2 = (pb.vertices[val.x] + pb.vertices[val.y]) * 0.5f - pb_Math.Average<int>((IList<int>)sourceFace.distinctIndices, (Func<int, Vector3>)((int x) => pb.vertices[x]), (IList<int>)null);
((Vector3)(ref val2)).Normalize();
pb_Edge[] selectedEdges = default(pb_Edge[]);
pbMeshOps.Extrude(pb, (pb_Edge[])(object)new pb_Edge[1] { val }, 0f, false, true, ref selectedEdges);
lastExtrudedFace = pb.faces.Last();
pb.SetSelectedEdges((IEnumerable<pb_Edge>)selectedEdges);
pb_Object_Utility.TranslateVertices(pb, pb.SelectedTriangles, val2 * distance);
pb.ToMesh();
pb.Refresh((RefreshMask)255);
}
}
public class HighlightNearestFace : MonoBehaviour
{
public float travel = 50f;
public float speed = 0.2f;
private pb_Object target;
private pb_Face nearest = null;
private void Start()
{
//IL_0061: Unknown result type (might be due to invalid IL or missing references)
//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
//IL_00c0: Unknown result type (might be due to invalid IL or missing references)
//IL_00c5: Unknown result type (might be due to invalid IL or missing references)
target = pb_ShapeGenerator.PlaneGenerator(travel, travel, 25, 25, (Axis)2, false);
target.SetFaceMaterial(target.faces, pb_Constant.DefaultMaterial);
((Component)target).transform.position = new Vector3(travel * 0.5f, 0f, travel * 0.5f);
target.ToMesh();
target.Refresh((RefreshMask)255);
Camera main = Camera.main;
((Component)main).transform.position = new Vector3(25f, 40f, 0f);
((Component)main).transform.localRotation = Quaternion.Euler(new Vector3(65f, 0f, 0f));
}
private void Update()
{
//IL_0048: 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_0085: Unknown result type (might be due to invalid IL or missing references)
//IL_008a: 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_00dd: Unknown result type (might be due to invalid IL or missing references)
//IL_00f3: Unknown result type (might be due to invalid IL or missing references)
//IL_013d: Unknown result type (might be due to invalid IL or missing references)
float num = Time.time * speed;
Vector3 position = default(Vector3);
((Vector3)(ref position))..ctor(Mathf.PerlinNoise(num, num) * travel, 2f, Mathf.PerlinNoise(num + 1f, num + 1f) * travel);
((Component)this).transform.position = position;
if ((Object)(object)target == (Object)null)
{
Debug.LogWarning((object)"Missing the ProBuilder Mesh target!");
return;
}
Vector3 val = ((Component)target).transform.InverseTransformPoint(((Component)this).transform.position);
if (nearest != null)
{
target.SetFaceColor(nearest, Color.white);
}
int num2 = target.faces.Length;
float num3 = float.PositiveInfinity;
nearest = target.faces[0];
for (int i = 0; i < num2; i++)
{
float num4 = Vector3.Distance(val, FaceCenter(target, target.faces[i]));
if (num4 < num3)
{
num3 = num4;
nearest = target.faces[i];
}
}
target.SetFaceColor(nearest, Color.blue);
target.RefreshColors();
}
private Vector3 FaceCenter(pb_Object pb, pb_Face face)
{
//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_00be: Unknown result type (might be due to invalid IL or missing references)
//IL_00bf: 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)
Vector3[] vertices = pb.vertices;
Vector3 zero = Vector3.zero;
int[] distinctIndices = face.distinctIndices;
foreach (int num in distinctIndices)
{
zero.x += vertices[num].x;
zero.y += vertices[num].y;
zero.z += vertices[num].z;
}
float num2 = face.distinctIndices.Length;
zero.x /= num2;
zero.y /= num2;
zero.z /= num2;
return zero;
}
}