Decompiled source of LandmineSpawner v1.0.0

BepInEx/Plugins/Player_Landmine_Summon.dll

Decompiled 4 months ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using GameNetcodeStuff;
using HarmonyLib;
using LethalCompanyInputUtils.Api;
using Microsoft.CodeAnalysis;
using Player_Landmine_Summon;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;

[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("Player_Landmine_Summon")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Player_Landmine_Summon")]
[assembly: AssemblyTitle("Player_Landmine_Summon")]
[assembly: AssemblyVersion("1.0.0.0")]
internal class <Module>
{
	static <Module>()
	{
	}
}
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;
		}
	}
}
[HarmonyPatch(typeof(PlayerControllerB))]
internal class Initiate
{
	[HarmonyPatch("Update")]
	[HarmonyPostfix]
	private static void updateObject()
	{
		if (!Object.op_Implicit((Object)(object)GameObject.Find("CET.Controller")))
		{
			GameObject val = GameObject.CreatePrimitive((PrimitiveType)0);
			((Object)val).name = "CET.Controller";
			val.layer = LayerMask.NameToLayer("Player");
			val.AddComponent<MonobehaviorScript>();
		}
	}
}
namespace Player_Landmine_Summon
{
	[BepInPlugin("cobster.explosivetouch", "Explosive touch", "1.0.0.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Plugin : BaseUnityPlugin
	{
		private const string modGUID = "cobster.explosivetouch";

		private const string modName = "Explosive touch";

		private const string modVersion = "1.0.0.0";

		private static GameObject _landmine;

		private readonly Harmony harmony = new Harmony("cobster.explosivetouch");

		internal static InputClass PluginInputs = new InputClass();

		public static GameObject Landmine => TryToGetLandMine();

		private void Awake()
		{
			harmony.PatchAll(typeof(Initiate));
		}

		public static GameObject TryToGetLandMine()
		{
			if ((Object)(object)_landmine != (Object)null)
			{
				return _landmine;
			}
			SpawnableMapObject[] spawnableMapObjects = RoundManager.Instance.spawnableMapObjects;
			if (spawnableMapObjects.Length == 0)
			{
				return null;
			}
			RoundManager.Instance.spawnableMapObjects = spawnableMapObjects;
			SpawnableMapObject[] array = spawnableMapObjects;
			int num = 0;
			if (num < array.Length)
			{
				SpawnableMapObject val = array[num];
				if ((Object)(object)val.prefabToSpawn.GetComponentInChildren<Landmine>() != (Object)null)
				{
					_landmine = val.prefabToSpawn;
					return _landmine;
				}
				return null;
			}
			return null;
		}
	}
	public class InputClass : LcInputActions
	{
		[InputAction("<Keyboard>/x", Name = "Explode")]
		public InputAction ExplodeKey { get; set; }
	}
	internal class MonobehaviorScript : MonoBehaviour
	{
		public PlayerControllerB currentPlayer;

		public void Start()
		{
			Object.Destroy((Object)(object)((Component)this).GetComponent<Collider>());
			Plugin.PluginInputs.ExplodeKey.performed -= ExplosionKeyed;
			Plugin.PluginInputs.ExplodeKey.performed += ExplosionKeyed;
			DefinePlayerController();
		}

		public void DefinePlayerController()
		{
			PlayerControllerB[] array = Object.FindObjectsOfType<PlayerControllerB>();
			for (int i = 0; i < array.Length; i++)
			{
				if (((NetworkBehaviour)array[i]).IsOwner)
				{
					currentPlayer = array[i];
				}
			}
		}

		public void ExplosionKeyed(CallbackContext context)
		{
			//IL_0021: Unknown result type (might be due to invalid IL or missing references)
			//IL_0026: Unknown result type (might be due to invalid IL or missing references)
			//IL_0027: Unknown result type (might be due to invalid IL or missing references)
			//IL_0039: 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_004e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0053: Unknown result type (might be due to invalid IL or missing references)
			//IL_005e: Unknown result type (might be due to invalid IL or missing references)
			//IL_006a: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c7: Unknown result type (might be due to invalid IL or missing references)
			GameObject gameObject = ((Component)currentPlayer.gameplayCamera).gameObject;
			LayerMask val = LayerMask.op_Implicit(1 << LayerMask.NameToLayer("Player"));
			Debug.Log((object)val);
			RaycastHit val2 = default(RaycastHit);
			bool flag = Physics.Raycast(gameObject.transform.position + gameObject.transform.forward * 0.5f, gameObject.transform.forward, ref val2, float.PositiveInfinity, LayerMask.op_Implicit(val));
			Debug.Log((object)flag);
			if (flag)
			{
				Debug.Log((object)((Object)((Component)((RaycastHit)(ref val2)).transform).gameObject).name);
				if ((Object)(object)((Component)((RaycastHit)(ref val2)).transform).gameObject.GetComponent<PlayerControllerB>() != (Object)null)
				{
					PlaceLandmineAtServerRpc(((RaycastHit)(ref val2)).transform.position);
				}
			}
		}

		[ServerRpc]
		private void PlaceLandmineAtServerRpc(Vector3 position)
		{
			//IL_000c: Unknown result type (might be due to invalid IL or missing references)
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			Plugin.TryToGetLandMine();
			GameObject val = Object.Instantiate<GameObject>(Plugin.Landmine, position, Quaternion.identity);
			val.SetActive(true);
			NetworkObject component = val.GetComponent<NetworkObject>();
			if (!((Object)(object)component == (Object)null))
			{
				component.Spawn(false);
			}
		}
	}
}