using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using FistVR;
using HarmonyLib;
using ModularWorkshop;
using OtherLoader;
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]
public class EnableObjOnSkinSelect : MonoBehaviour
{
[Header("Hover Over Variables To Read The Tooltips!!!")]
[Tooltip("Your weapon object.")]
public GameObject ModularWeapon;
[Tooltip("ID of the skin to enable/disable objects on.")]
public string skinID;
[Tooltip("All objects you want enabled when the skin is selected.")]
public GameObject[] objectsEnabled;
[Tooltip("All objects you want disabled when the skin is selected.")]
public GameObject[] objectsDisabled;
private IModularWeapon weapon;
private void Update()
{
if (weapon == null)
{
weapon = ModularWeapon.GetComponent<IModularWeapon>();
}
if (weapon.GetModularFVRFireArm.CurrentSelectedReceiverSkinID == skinID)
{
GameObject[] array = objectsEnabled;
foreach (GameObject val in array)
{
val.SetActive(true);
}
GameObject[] array2 = objectsDisabled;
foreach (GameObject val2 in array2)
{
val2.SetActive(false);
}
}
}
}
namespace MeatKit
{
public class HideInNormalInspectorAttribute : PropertyAttribute
{
}
}
namespace localpcnerd.Pistol_Plinker_Pack
{
[BepInPlugin("localpcnerd.Pistol_Plinker_Pack", "Pistol_Plinker_Pack", "1.0.1")]
[BepInProcess("h3vr.exe")]
[Description("Built with MeatKit")]
[BepInDependency("h3vr.otherloader", "1.3.0")]
[BepInDependency("h3vr.cityrobo.ModularWorkshopManager", "1.0.0")]
[BepInDependency("nrgill28.Sodalite", "1.4.1")]
public class Pistol_Plinker_PackPlugin : 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(), "localpcnerd.Pistol_Plinker_Pack");
OtherLoader.RegisterDirectLoad(BasePath, "localpcnerd.Pistol_Plinker_Pack", "", "", "kimber1911", "");
OtherLoader.RegisterDirectLoad(BasePath, "localpcnerd.Pistol_Plinker_Pack", "", "", "fn502", "");
OtherLoader.RegisterDirectLoad(BasePath, "localpcnerd.Pistol_Plinker_Pack", "", "", "saxdm2", "");
OtherLoader.RegisterDirectLoad(BasePath, "localpcnerd.Pistol_Plinker_Pack", "", "", "cutlass", "");
GameAPI.PreloadAllAssets(Path.Combine(BasePath, "mw_pistol_plinker_pack"));
}
}
}
public class MultiHandleBoltHandle : ClosedBoltHandle
{
[Header("Multiple Rotating Handles")]
public bool useMultipleHandles;
public Transform[] handles;
public Vector3[] leftRots;
public Vector3[] rightRots;
public Vector3[] neutralRots;
public bool[] StayRotOnBack;
public bool[] UseSoundOnGrab;
public override void BeginInteraction(FVRViveHand hand)
{
for (int i = 0; i < handles.Length; i++)
{
if (UseSoundOnGrab[i])
{
((FVRFireArm)base.Weapon).PlayAudioEvent((FirearmAudioEventType)9, 1f);
}
}
((ClosedBoltHandle)this).BeginInteraction(hand);
}
public override void UpdateInteraction(FVRViveHand hand)
{
//IL_001a: Unknown result type (might be due to invalid IL or missing references)
//IL_002a: Unknown result type (might be due to invalid IL or missing references)
//IL_002f: Unknown result type (might be due to invalid IL or missing references)
//IL_0034: 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_003c: Unknown result type (might be due to invalid IL or missing references)
//IL_003d: 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_0078: Unknown result type (might be due to invalid IL or missing references)
//IL_0060: Unknown result type (might be due to invalid IL or missing references)
//IL_009e: Unknown result type (might be due to invalid IL or missing references)
//IL_00ae: Unknown result type (might be due to invalid IL or missing references)
//IL_00b3: Unknown result type (might be due to invalid IL or missing references)
//IL_00b8: Unknown result type (might be due to invalid IL or missing references)
//IL_00bc: Unknown result type (might be due to invalid IL or missing references)
//IL_00c1: Unknown result type (might be due to invalid IL or missing references)
//IL_00c2: Unknown result type (might be due to invalid IL or missing references)
//IL_00c9: Unknown result type (might be due to invalid IL or missing references)
//IL_0117: 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)
((ClosedBoltHandle)this).UpdateInteraction(hand);
if (base.HasRotatingPart)
{
Vector3 val = ((Component)this).transform.position - ((FVRInteractiveObject)this).m_hand.PalmTransform.position;
Vector3 normalized = ((Vector3)(ref val)).normalized;
if (Vector3.Dot(normalized, ((Component)this).transform.right) > 0f)
{
base.RotatingPart.localEulerAngles = base.RotatingPartLeftEulers;
}
else
{
base.RotatingPart.localEulerAngles = base.RotatingPartRightEulers;
}
}
if (!useMultipleHandles)
{
return;
}
for (int i = 0; i < handles.Length; i++)
{
Vector3 val2 = ((Component)this).transform.position - ((FVRInteractiveObject)this).m_hand.PalmTransform.position;
Vector3 normalized2 = ((Vector3)(ref val2)).normalized;
if (Vector3.Dot(normalized2, ((Component)this).transform.right) > 0f)
{
handles[i].localEulerAngles = leftRots[i];
}
else
{
handles[i].localEulerAngles = rightRots[i];
}
}
}
public override void EndInteraction(FVRViveHand hand)
{
//IL_0042: Unknown result type (might be due to invalid IL or missing references)
if (useMultipleHandles && !base.StaysRotatedWhenBack)
{
for (int i = 0; i < handles.Length; i++)
{
if (!StayRotOnBack[i])
{
handles[i].localEulerAngles = neutralRots[i];
}
}
}
((ClosedBoltHandle)this).EndInteraction(hand);
}
}