using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using GameNetcodeStuff;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
[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("FPSSpectate")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("FPS spectate camera")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+ada41809ef3e18d1ac6f547212c170f1debd12d4")]
[assembly: AssemblyProduct("FPSSpectate")]
[assembly: AssemblyTitle("FPSSpectate")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[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.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace FPSSpectate
{
[BepInPlugin("5Bit.FPSSpectate", "FPSSpectate", "1.0.0")]
public class FPSSpectate : BaseUnityPlugin
{
private const string modGUID = "5Bit.FPSSpectate";
private const string modName = "FPSSpectate";
private const string modVersion = "1.0.0";
private readonly Harmony harmony = new Harmony("5Bit.FPSSpectate");
private static FPSSpectate Instance;
internal static ManualLogSource mls;
private void Awake()
{
if ((Object)(object)Instance == (Object)null)
{
Instance = this;
}
mls = Logger.CreateLogSource("5Bit.FPSSpectate");
harmony.PatchAll();
}
}
public static class PluginInfo
{
public const string PLUGIN_GUID = "FPSSpectate";
public const string PLUGIN_NAME = "FPSSpectate";
public const string PLUGIN_VERSION = "1.0.0";
}
}
namespace FPSSpectate.Patches
{
[HarmonyPatch(typeof(PlayerControllerB))]
internal class FPSSpectatePatch
{
private const float SPECTATE_OFFSET = 1.5f;
private static bool firstPerson = true;
private static bool debounced = false;
[HarmonyPatch("LateUpdate")]
[HarmonyPostfix]
private static void LateUpdate(PlayerControllerB __instance)
{
//IL_008d: 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_009d: Unknown result type (might be due to invalid IL or missing references)
//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
//IL_00ac: Unknown result type (might be due to invalid IL or missing references)
//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
if (((ButtonControl)Keyboard.current.vKey).wasPressedThisFrame && !debounced)
{
firstPerson = !firstPerson;
debounced = true;
}
if (((ButtonControl)Keyboard.current.vKey).wasReleasedThisFrame)
{
debounced = false;
}
if ((Object)(object)__instance.spectatedPlayerScript != (Object)null && firstPerson)
{
Transform transform = ((Component)__instance.spectateCameraPivot).transform;
Transform transform2 = ((Component)__instance.spectatedPlayerScript.visorCamera).transform;
Vector3 position = transform2.position;
Vector3 forward = transform2.forward;
transform.position = position + ((Vector3)(ref forward)).normalized * 1.5f;
transform.rotation = transform2.rotation;
}
}
}
}