Decompiled source of FPSSpectate v1.0.4

FPSSpectate.dll

Decompiled 4 months ago
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.Configuration;
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: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.0.0.0")]
[module: UnverifiableCode]
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;
		}
	}
}
namespace FPSSpectate
{
	[BepInPlugin("5Bit.FPSSpectate", "FPSSpectate", "1.0.2")]
	public class FPSSpectate : BaseUnityPlugin
	{
		public const string modGUID = "5Bit.FPSSpectate";

		public const string modName = "FPSSpectate";

		public const string modVersion = "1.0.2";

		public readonly Harmony harmony = new Harmony("5Bit.FPSSpectate");

		public static FPSSpectate Instance;

		public static ManualLogSource mls;

		public static ConfigEntry<Key> fpsKeyBind { get; set; }

		public static ConfigEntry<bool> defaultViewConfig { get; set; }

		public static ConfigEntry<bool> hideModelInFPSMode { get; set; }

		private void Awake()
		{
			if ((Object)(object)Instance == (Object)null)
			{
				Instance = this;
			}
			fpsKeyBind = ((BaseUnityPlugin)this).Config.Bind<Key>("Settings", "Keybind", (Key)36, "Which key to press to switch between third and first person.");
			defaultViewConfig = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "Default to first person", true, "Whether or not to default to first person when spectating");
			hideModelInFPSMode = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "Hide Model", false, "Hide the model in first person while spectating.");
			mls = Logger.CreateLogSource("5Bit.FPSSpectate");
			harmony.PatchAll();
		}
	}
}
namespace FPSSpectate.Patches
{
	[HarmonyPatch(typeof(PlayerControllerB))]
	internal class FPSSpectatePatch
	{
		public const float SPECTATE_OFFSET = 1.5f;

		public static bool debounced = false;

		public static bool firstPerson = FPSSpectate.defaultViewConfig.Value;

		[HarmonyPatch("LateUpdate")]
		[HarmonyPostfix]
		private static void LateUpdate(PlayerControllerB __instance)
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Unknown result type (might be due to invalid IL or missing references)
			//IL_0047: Unknown result type (might be due to invalid IL or missing references)
			//IL_00dc: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ec: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fb: Unknown result type (might be due to invalid IL or missing references)
			//IL_010a: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ad: Unknown result type (might be due to invalid IL or missing references)
			Key value = FPSSpectate.fpsKeyBind.Value;
			if (((ButtonControl)Keyboard.current[value]).wasPressedThisFrame && !debounced)
			{
				firstPerson = !firstPerson;
				debounced = true;
			}
			if (((ButtonControl)Keyboard.current[value]).wasReleasedThisFrame)
			{
				debounced = false;
			}
			if ((Object)(object)__instance.spectatedPlayerScript != (Object)null && firstPerson)
			{
				if (FPSSpectate.hideModelInFPSMode.Value)
				{
					Transform[] bodyParts = __instance.spectatedPlayerScript.bodyParts;
					bodyParts[0].localScale = new Vector3(0f, 0f, 0f);
				}
				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;
			}
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}