using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using CutEnding.Patches;
using HarmonyLib;
using HutongGames.PlayMaker;
using HutongGames.PlayMaker.Actions;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.SceneManagement;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("SSCutEnding")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("0.1.0.0")]
[assembly: AssemblyInformationalVersion("0.1.0")]
[assembly: AssemblyProduct("SSCutEnding")]
[assembly: AssemblyTitle("SSCutEnding")]
[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.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;
}
}
[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 CutEnding
{
public class CallActionFsm : FsmStateAction
{
public Action? action;
public CallActionFsm(Action action)
{
this.action = action;
}
public override void Reset()
{
action = null;
((FsmStateAction)this).Reset();
}
public override void OnEnter()
{
action?.Invoke();
((FsmStateAction)this).Finish();
}
}
[BepInPlugin("github.vitaxses.sscutending", "SSCutEnding", "0.1.0")]
public class SSCutEndingPlugin : BaseUnityPlugin
{
public const string ID = "github.vitaxses.sscutending";
public const string Id = "github.vitaxses.sscutending";
public static string Name => "SSCutEnding";
public static string Version => "0.1.0";
private void Awake()
{
SceneManager.sceneLoaded += SceneChangedPatch.OnSceneChanged;
((BaseUnityPlugin)this).Logger.LogInfo((object)("Plugin " + Name + " (github.vitaxses.sscutending) has loaded!"));
}
}
}
namespace CutEnding.Patches
{
public class SceneChangedPatch
{
public static void OnSceneChanged(Scene to, LoadSceneMode lsm)
{
//IL_0088: Unknown result type (might be due to invalid IL or missing references)
//IL_008d: Unknown result type (might be due to invalid IL or missing references)
//IL_009b: Expected O, but got Unknown
//IL_00c3: Unknown result type (might be due to invalid IL or missing references)
//IL_00ca: Expected O, but got Unknown
//IL_00ec: Unknown result type (might be due to invalid IL or missing references)
//IL_00f1: Unknown result type (might be due to invalid IL or missing references)
//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
//IL_0106: Expected O, but got Unknown
//IL_0134: Unknown result type (might be due to invalid IL or missing references)
//IL_0139: 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_0150: Unknown result type (might be due to invalid IL or missing references)
//IL_015e: Expected O, but got Unknown
if (!((Scene)(ref to)).name.Equals("Cradle_03"))
{
return;
}
GameObject val = GameObject.Find("Boss Scene");
if ((Object)(object)val == (Object)null)
{
return;
}
GameObject deathSequence = ((Component)val.transform.GetChild(11)).gameObject;
Fsm fsm = FSMUtility.GetFSM(deathSequence).Fsm;
FsmState state = fsm.GetState("Bind Or Needolin");
if (state == null)
{
return;
}
FsmFloat val2 = new FsmFloat("Time")
{
Value = 2f
};
fsm.Variables.FloatVariables = CollectionExtensions.AddItem<FsmFloat>((IEnumerable<FsmFloat>)fsm.Variables.FloatVariables, val2).ToArray();
FsmEvent val3 = new FsmEvent("FAILED_INPUT");
fsm.Events = CollectionExtensions.AddItem<FsmEvent>((IEnumerable<FsmEvent>)fsm.Events, val3).ToArray();
state.Actions = CollectionExtensions.AddItem<FsmStateAction>((IEnumerable<FsmStateAction>)state.Actions, (FsmStateAction)new Wait
{
time = val2,
finishEvent = val3
}).ToArray();
FsmState state2 = fsm.GetState("Death Slashes Up E");
if (state2 != null)
{
state.Transitions = CollectionExtensions.AddItem<FsmTransition>((IEnumerable<FsmTransition>)state.Transitions, new FsmTransition
{
FsmEvent = val3,
ToState = state2.Name,
ToFsmState = state2
}).ToArray();
state2.Actions = CollectionExtensions.AddItem<FsmStateAction>((IEnumerable<FsmStateAction>)state2.Actions, (FsmStateAction)(object)new CallActionFsm(delegate
{
((Component)deathSequence.transform.GetChild(0)).gameObject.SetActive(false);
})).ToArray();
}
}
}
}