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 OtherLoader;
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 JerryComponent
{
public class HealthSpray : MonoBehaviour
{
public HairsprayCan spray;
public float muzzleAngleLimit = 30f;
public float healthRecoverPerFrame = 1f;
public float maxRange = 0.5f;
private Vector3 muzzlepos;
public GameObject lookatHead;
public GameObject lookatOffHand;
private void Start()
{
}
private void Update()
{
//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_0084: Unknown result type (might be due to invalid IL or missing references)
//IL_0089: Unknown result type (might be due to invalid IL or missing references)
//IL_00bb: 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_00d6: 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_0163: Unknown result type (might be due to invalid IL or missing references)
//IL_0168: Unknown result type (might be due to invalid IL or missing references)
//IL_017e: Unknown result type (might be due to invalid IL or missing references)
//IL_0183: 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_0115: Unknown result type (might be due to invalid IL or missing references)
//IL_01a9: Unknown result type (might be due to invalid IL or missing references)
//IL_01c8: Unknown result type (might be due to invalid IL or missing references)
if ((Object)(object)((Component)GM.CurrentPlayerBody.Head).gameObject != (Object)null)
{
AxisLookAt(lookatHead.transform, ((Component)GM.CurrentPlayerBody.Head).transform.position, Vector3.forward);
}
if ((Object)(object)((FVRInteractiveObject)spray).m_hand != (Object)null)
{
AxisLookAt(lookatOffHand.transform, ((Component)((FVRInteractiveObject)spray).m_hand.OtherHand).gameObject.transform.position, Vector3.forward);
}
if (spray.m_isSpraying)
{
if (Vector3.Angle(((Component)spray.Muzzle).transform.InverseTransformVector(((Component)this).transform.forward), lookatHead.transform.InverseTransformVector(((Component)this).transform.forward)) < muzzleAngleLimit)
{
if (Vector3.Distance(((Component)spray.Muzzle).transform.position, ((Component)GM.CurrentPlayerBody.Head).transform.position) < maxRange)
{
GM.CurrentPlayerBody.Health = GM.CurrentPlayerBody.Health + healthRecoverPerFrame;
}
}
else if (Vector3.Angle(((Component)spray.Muzzle).transform.InverseTransformVector(((Component)this).transform.forward), lookatOffHand.transform.InverseTransformVector(((Component)this).transform.forward)) < muzzleAngleLimit && Vector3.Distance(((Component)spray.Muzzle).transform.position, ((Component)((FVRInteractiveObject)spray).m_hand.OtherHand).gameObject.transform.position) < maxRange)
{
GM.CurrentPlayerBody.Health = GM.CurrentPlayerBody.Health + healthRecoverPerFrame;
}
}
if (GM.CurrentPlayerBody.Health > (float)GM.CurrentPlayerBody.GetMaxHealthPlayerRaw())
{
GM.CurrentPlayerBody.Health = GM.CurrentPlayerBody.GetMaxHealthPlayerRaw();
}
}
private void AxisLookAt(Transform tr_self, Vector3 lookPos, Vector3 directionAxis)
{
//IL_0002: Unknown result type (might be due to invalid IL or missing references)
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
//IL_0008: Unknown result type (might be due to invalid IL or missing references)
//IL_000a: Unknown result type (might be due to invalid IL or missing references)
//IL_000f: Unknown result type (might be due to invalid IL or missing references)
//IL_0014: Unknown result type (might be due to invalid IL or missing references)
//IL_0016: Unknown result type (might be due to invalid IL or missing references)
//IL_001b: Unknown result type (might be due to invalid IL or missing references)
//IL_001c: Unknown result type (might be due to invalid IL or missing references)
//IL_0021: Unknown result type (might be due to invalid IL or missing references)
//IL_0022: Unknown result type (might be due to invalid IL or missing references)
//IL_0023: Unknown result type (might be due to invalid IL or missing references)
//IL_0024: 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_002d: Unknown result type (might be due to invalid IL or missing references)
//IL_0032: 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_0034: Unknown result type (might be due to invalid IL or missing references)
//IL_003f: Unknown result type (might be due to invalid IL or missing references)
//IL_0040: 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_0046: Unknown result type (might be due to invalid IL or missing references)
Quaternion rotation = tr_self.rotation;
Vector3 val = lookPos - tr_self.position;
Vector3 val2 = tr_self.rotation * directionAxis;
Vector3 val3 = Vector3.Cross(val2, val);
Vector3 normalized = ((Vector3)(ref val3)).normalized;
float num = Vector3.Angle(val2, val);
tr_self.rotation = Quaternion.AngleAxis(num, normalized) * rotation;
}
}
public class meleewithhealth : MonoBehaviour
{
public meleewithhealth nextmwh;
public FVRPhysicalObject melee;
public bool spawnblade = false;
public GameObject brokenBlade;
public Transform bladeBreakPos;
public float totalHealth = 100f;
public GameObject Prefab;
public bool havenext = true;
public GameObject nextPrefab;
public float damX;
public float damY;
public float damZ;
private bool broke = false;
public void Awake()
{
}
public void OnCollisionEnter(Collision col)
{
totalHealth -= Random.Range(1f, 2f);
}
private void Update()
{
//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_0056: Unknown result type (might be due to invalid IL or missing references)
//IL_005b: Unknown result type (might be due to invalid IL or missing references)
//IL_0128: Unknown result type (might be due to invalid IL or missing references)
//IL_0138: Unknown result type (might be due to invalid IL or missing references)
if (Prefab.activeInHierarchy)
{
melee.MP.BaseDamageBCP = new Vector3(damX, damY, damZ);
melee.MP.HighDamageBCP = new Vector3(damX, damY, damZ);
}
if (totalHealth > 0f)
{
Prefab.SetActive(true);
nextPrefab.SetActive(false);
((Behaviour)nextmwh).enabled = false;
}
else if (totalHealth < 0f)
{
totalHealth = 0f;
}
else if (totalHealth == 0f)
{
if (havenext)
{
Prefab.SetActive(false);
nextPrefab.SetActive(true);
((Behaviour)nextmwh).enabled = true;
}
if (spawnblade && !broke)
{
Object.Instantiate<GameObject>(brokenBlade, ((Component)bladeBreakPos).transform.position, ((Component)bladeBreakPos).transform.rotation);
broke = true;
}
((Behaviour)this).enabled = false;
}
}
}
}
namespace thewnbot.RE4_Remake_Weapon_Pack
{
[BepInPlugin("thewnbot.RE4_Remake_Weapon_Pack", "RE4_Remake_Weapon_Pack", "1.0.4")]
[BepInProcess("h3vr.exe")]
[Description("Built with MeatKit")]
[BepInDependency("h3vr.otherloader", "1.3.0")]
public class RE4_Remake_Weapon_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(), "thewnbot.RE4_Remake_Weapon_Pack");
OtherLoader.RegisterDirectLoad(BasePath, "thewnbot.RE4_Remake_Weapon_Pack", "", "", "re4weapons", "");
}
}
}