Decompiled source of Look Down To Lock Quickbelt v1.1.0

QuickbeltRotLock.dll

Decompiled 4 months ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using FistVR;
using Microsoft.CodeAnalysis;
using On.FistVR;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyCompany("QuickbeltRotLock")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("QuickbeltRotLock")]
[assembly: AssemblyTitle("QuickbeltRotLock")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableAttribute : Attribute
	{
		public readonly byte[] NullableFlags;

		public NullableAttribute(byte P_0)
		{
			NullableFlags = new byte[1] { P_0 };
		}

		public NullableAttribute(byte[] P_0)
		{
			NullableFlags = P_0;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableContextAttribute : Attribute
	{
		public readonly byte Flag;

		public NullableContextAttribute(byte P_0)
		{
			Flag = P_0;
		}
	}
}
namespace QuickbeltRotLock
{
	internal static class PluginInfo
	{
		internal const string NAME = "Look Down to Lock Quickbelt";

		internal const string GUID = "okkim.lookdowntolockquickbelt";

		internal const string VERSION = "1.1.0";
	}
	[BepInPlugin("okkim.lookdowntolockquickbelt", "Look Down to Lock Quickbelt", "1.1.0")]
	[BepInProcess("h3vr.exe")]
	public class QuickbeltRotLock : BaseUnityPlugin
	{
		private static ConfigEntry<float> rotLockThreshold;

		private static ConfigEntry<bool> alsoLockWhenLookingUp;

		private static ConfigEntry<string> excludedQuickbeltSlotTypes;

		private string[] enumBlacklist = new string[0];

		private List<FVRQuickBeltSlot> validQBSlots = new List<FVRQuickBeltSlot>();

		private bool canQuickbeltRotate;

		private Vector3 torsoProxy;

		private bool hasProxyRotReset = true;

		private float curRotOffset;

		private void Awake()
		{
			rotLockThreshold = ((BaseUnityPlugin)this).Config.Bind<float>("General", "Rotation lock threshold", 35f, "How far down (in degrees) you need to look before the quickbelt stops rotating with you");
			alsoLockWhenLookingUp = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Also lock when looking up", false, "Controls whether the quickbelt also rotates when looking up; useful for armors and backpacks");
			excludedQuickbeltSlotTypes = ((BaseUnityPlugin)this).Config.Bind<string>("Advanced", "Quickbelt slot type blacklist", "1985 1987", "Add a quickbelt slot type (name for base game, number for modded) to this list (separated by a space) to exclude it from the rotation lock");
			enumBlacklist = excludedQuickbeltSlotTypes.Value.Split(new char[1] { ' ' });
			for (int i = 0; i < enumBlacklist.Length; i++)
			{
				enumBlacklist[i].Trim();
			}
		}

		public QuickbeltRotLock()
		{
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0035: Expected O, but got Unknown
			//IL_003c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0046: Expected O, but got Unknown
			FVRPlayerBody.Update += new hook_Update(FVRPlayerBody_Update);
			FVRPlayerBody.ConfigureQuickbelt += new hook_ConfigureQuickbelt(FVRPlayerBody_ConfigureQuickbelt);
		}

		private void FVRPlayerBody_Update(orig_Update orig, FVRPlayerBody self)
		{
			//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)
			//IL_001a: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ca: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cf: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d2: 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_00a0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a3: 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)
			//IL_0125: Unknown result type (might be due to invalid IL or missing references)
			//IL_012a: Unknown result type (might be due to invalid IL or missing references)
			//IL_013e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0140: Unknown result type (might be due to invalid IL or missing references)
			orig.Invoke(self);
			Quaternion rotation = ((Component)self.Head).transform.rotation;
			float num = ((Quaternion)(ref rotation)).eulerAngles.x;
			if (num > 180f)
			{
				num -= 360f;
			}
			canQuickbeltRotate = (alsoLockWhenLookingUp.Value ? (canQuickbeltRotate = Mathf.Abs(num) < rotLockThreshold.Value) : (canQuickbeltRotate = num < rotLockThreshold.Value));
			if (canQuickbeltRotate)
			{
				if (!hasProxyRotReset)
				{
					ResetRots();
				}
				rotation = GM.CurrentPlayerBody.Torso.rotation;
				torsoProxy = ((Quaternion)(ref rotation)).eulerAngles;
				return;
			}
			hasProxyRotReset = false;
			float y = torsoProxy.y;
			rotation = GM.CurrentPlayerBody.Torso.rotation;
			float num2 = y - ((Quaternion)(ref rotation)).eulerAngles.y;
			float num3 = curRotOffset - num2;
			Vector3 val = default(Vector3);
			((Vector3)(ref val))..ctor(0f, num2, 0f);
			foreach (FVRQuickBeltSlot validQBSlot in validQBSlots)
			{
				((Component)validQBSlot).transform.RotateAround(((Component)validQBSlot).transform.parent.position, Vector3.up, 0f - num3);
				((Component)validQBSlot).transform.localRotation = Quaternion.Euler(val);
			}
			curRotOffset = num2;
		}

		private void FVRPlayerBody_ConfigureQuickbelt(orig_ConfigureQuickbelt orig, FVRPlayerBody self, int index)
		{
			orig.Invoke(self, index);
			GetValidQBSlots();
			ResetRots();
		}

		private void GetValidQBSlots()
		{
			validQBSlots.Clear();
			foreach (FVRQuickBeltSlot item in GM.CurrentPlayerBody.QBSlots_Internal)
			{
				bool flag = false;
				string[] array = enumBlacklist;
				foreach (string text in array)
				{
					if (((object)(QuickbeltSlotType)(ref item.Type)).ToString() == text)
					{
						flag = true;
					}
				}
				if (!flag)
				{
					validQBSlots.Add(item);
				}
			}
		}

		private void ResetRots()
		{
			//IL_0027: Unknown result type (might be due to invalid IL or missing references)
			//IL_002c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0043: Unknown result type (might be due to invalid IL or missing references)
			//IL_0048: Unknown result type (might be due to invalid IL or missing references)
			foreach (FVRQuickBeltSlot validQBSlot in validQBSlots)
			{
				((Component)validQBSlot).transform.RotateAround(((Component)validQBSlot).transform.parent.position, Vector3.up, 0f - curRotOffset);
				((Component)validQBSlot).transform.localRotation = Quaternion.Euler(Vector3.zero);
			}
			curRotOffset = 0f;
			hasProxyRotReset = true;
		}
	}
}