using System;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;
[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: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: AssemblyCompany("PS1Shot")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("PS1Shot")]
[assembly: AssemblyTitle("PS1Shot")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[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 ModelReplacement
{
public class MRPS1PROTOMODEL : BodyReplacementBase
{
protected override GameObject LoadAssetsAndReturnModel()
{
string text = "PS1 ProtoModel";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
}
}
public class MRPS1WORLDMACHINEMODEL : BodyReplacementBase
{
protected override GameObject LoadAssetsAndReturnModel()
{
string text = "PS1 WorldMachineModel";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
}
}
public class MRRUEMODEL : BodyReplacementBase
{
protected override GameObject LoadAssetsAndReturnModel()
{
string text = "RueModel";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
}
}
public class MRPS1CEDRICMODEL : BodyReplacementBase
{
protected override GameObject LoadAssetsAndReturnModel()
{
string text = "CedricModel";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
}
}
public class MRPS1NIKOGASMODEL : BodyReplacementBase
{
protected override GameObject LoadAssetsAndReturnModel()
{
string text = "PS1 NikoGasModel1";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
}
}
public class MRPS1NIKOMODEL : BodyReplacementBase
{
protected override GameObject LoadAssetsAndReturnModel()
{
string text = "PS1 NikoModel";
return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
}
}
[BepInPlugin(".com.Ghost.PS1Shot", "PS1Shot", "0.1.0")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
public class Plugin : BaseUnityPlugin
{
public static ConfigFile config;
public static ConfigEntry<bool> enableNikoModelForAllSuits { get; private set; }
public static ConfigEntry<bool> enableNikoModelAsDefault { get; private set; }
public static ConfigEntry<string> suitNamesToEnableNikoModel { get; private set; }
public static ConfigEntry<bool> enableGMNikoModelForAllSuits { get; private set; }
public static ConfigEntry<bool> enableGMNikoModelAsDefault { get; private set; }
public static ConfigEntry<string> suitNamesToEnableGMNikoModel { get; private set; }
public static ConfigEntry<bool> enableWorldMachineModelForAllSuits { get; private set; }
public static ConfigEntry<bool> enableWorldMachineModelAsDefault { get; private set; }
public static ConfigEntry<string> suitNamesToEnableWorldMachineModel { get; private set; }
public static ConfigEntry<bool> enableCedricModelForAllSuits { get; private set; }
public static ConfigEntry<bool> enableCedricModelAsDefault { get; private set; }
public static ConfigEntry<string> suitNamesToEnableCedricModel { get; private set; }
public static ConfigEntry<bool> enableRueModelForAllSuits { get; private set; }
public static ConfigEntry<bool> enableRueModelAsDefault { get; private set; }
public static ConfigEntry<string> suitNamesToEnableRueModel { get; private set; }
public static ConfigEntry<bool> enableProtoModelForAllSuits { get; private set; }
public static ConfigEntry<bool> enableProtoModelAsDefault { get; private set; }
public static ConfigEntry<string> suitNamesToEnableProtoModel { get; private set; }
private static void InitConfig()
{
enableNikoModelForAllSuits = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 Niko Model for all Suits", false, "Enable to model replace every suit. Set to false to specify suits");
enableNikoModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 Niko Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered.");
suitNamesToEnableNikoModel = config.Bind<string>("Suits to Replace Settings", "Suits to enable PS1 Niko Model for", "Niko PS1", "Enter a comma separated list of suit names.(Additionally, [Green suit,Pajama suit,Hazard suit])");
enableGMNikoModelForAllSuits = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 Gas Mask Niko Model for all Suits", false, "Enable to model replace every suit. Set to false to specify suits");
enableGMNikoModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 Gas Mask Niko Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered.");
suitNamesToEnableGMNikoModel = config.Bind<string>("Suits to Replace Settings", "Suits to enable PS1 Gas Mask Niko Model for", "Gas Mask Niko PS1", "Enter a comma separated list of suit names.(Additionally, [Green suit,Pajama suit,Hazard suit])");
enableWorldMachineModelForAllSuits = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 World Machine Model for all Suits", false, "Enable to model replace every suit. Set to false to specify suits");
enableWorldMachineModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 World Machine Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered.");
suitNamesToEnableWorldMachineModel = config.Bind<string>("Suits to Replace Settings", "Suits to enable PS1 World Machine Model for", "World Machine PS1", "Enter a comma separated list of suit names.(Additionally, [Green suit,Pajama suit,Hazard suit])");
enableCedricModelForAllSuits = config.Bind<bool>("Suits to Replace Settings", "Enable Model for all Suits", false, "Enable to model replace every suit. Set to false to specify suits");
enableCedricModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered.");
suitNamesToEnableCedricModel = config.Bind<string>("Suits to Replace Settings", "Suits to enable Model for", "Cedric PS1", "Enter a comma separated list of suit names.(Additionally, [Green suit,Pajama suit,Hazard suit])");
enableRueModelForAllSuits = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 Rue Model for all Suits", false, "Enable to model replace every suit. Set to false to specify suits");
enableRueModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 Rue Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered.");
suitNamesToEnableRueModel = config.Bind<string>("Suits to Replace Settings", "Suits to enable PS1 Rue Model for", "Rue PS1", "Enter a comma separated list of suit names.(Additionally, [Green suit,Pajama suit,Hazard suit])");
enableProtoModelForAllSuits = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 Proto Model for all Suits", false, "Enable to model replace every suit. Set to false to specify suits");
enableProtoModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable PS1 Proto Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered.");
suitNamesToEnableProtoModel = config.Bind<string>("Suits to Replace Settings", "Suits to enable PS1 Proto Model for", "Proto PS1", "Enter a comma separated list of suit names.(Additionally, [Green suit,Pajama suit,Hazard suit])");
}
private void Awake()
{
//IL_0357: Unknown result type (might be due to invalid IL or missing references)
//IL_035e: Expected O, but got Unknown
config = ((BaseUnityPlugin)this).Config;
InitConfig();
Assets.PopulateAssets();
if (enableNikoModelForAllSuits.Value)
{
ModelReplacementAPI.RegisterModelReplacementOverride(typeof(MRPS1NIKOMODEL));
}
if (enableNikoModelAsDefault.Value)
{
ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRPS1NIKOMODEL));
}
string[] array = suitNamesToEnableNikoModel.Value.Split(',');
string[] array2 = array;
foreach (string text in array2)
{
ModelReplacementAPI.RegisterSuitModelReplacement(text, typeof(MRPS1NIKOMODEL));
}
if (enableGMNikoModelForAllSuits.Value)
{
ModelReplacementAPI.RegisterModelReplacementOverride(typeof(MRPS1NIKOGASMODEL));
}
if (enableGMNikoModelAsDefault.Value)
{
ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRPS1NIKOGASMODEL));
}
string[] array3 = suitNamesToEnableGMNikoModel.Value.Split(',');
string[] array4 = array3;
foreach (string text2 in array4)
{
ModelReplacementAPI.RegisterSuitModelReplacement(text2, typeof(MRPS1NIKOGASMODEL));
}
if (enableWorldMachineModelForAllSuits.Value)
{
ModelReplacementAPI.RegisterModelReplacementOverride(typeof(MRPS1WORLDMACHINEMODEL));
}
if (enableWorldMachineModelAsDefault.Value)
{
ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRPS1WORLDMACHINEMODEL));
}
string[] array5 = suitNamesToEnableWorldMachineModel.Value.Split(',');
string[] array6 = array5;
foreach (string text3 in array6)
{
ModelReplacementAPI.RegisterSuitModelReplacement(text3, typeof(MRPS1WORLDMACHINEMODEL));
}
if (enableCedricModelForAllSuits.Value)
{
ModelReplacementAPI.RegisterModelReplacementOverride(typeof(MRPS1CEDRICMODEL));
}
if (enableCedricModelAsDefault.Value)
{
ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRPS1CEDRICMODEL));
}
string[] array7 = suitNamesToEnableCedricModel.Value.Split(',');
string[] array8 = array7;
foreach (string text4 in array8)
{
ModelReplacementAPI.RegisterSuitModelReplacement(text4, typeof(MRPS1CEDRICMODEL));
}
if (enableRueModelForAllSuits.Value)
{
ModelReplacementAPI.RegisterModelReplacementOverride(typeof(MRRUEMODEL));
}
if (enableRueModelAsDefault.Value)
{
ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRRUEMODEL));
}
string[] array9 = suitNamesToEnableRueModel.Value.Split(',');
string[] array10 = array9;
foreach (string text5 in array10)
{
ModelReplacementAPI.RegisterSuitModelReplacement(text5, typeof(MRRUEMODEL));
}
if (enableProtoModelForAllSuits.Value)
{
ModelReplacementAPI.RegisterModelReplacementOverride(typeof(MRPS1PROTOMODEL));
}
if (enableProtoModelAsDefault.Value)
{
ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRPS1PROTOMODEL));
}
string[] array11 = suitNamesToEnableProtoModel.Value.Split(',');
string[] array12 = array11;
foreach (string text6 in array12)
{
ModelReplacementAPI.RegisterSuitModelReplacement(text6, typeof(MRPS1PROTOMODEL));
}
Harmony val = new Harmony(".com.Ghost.PS1Shot");
val.PatchAll();
((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin .com.Ghost.PS1Shot is loaded!");
}
}
public static class Assets
{
public static string mainAssetBundleName = "PSOneshot";
public static AssetBundle MainAssetBundle = null;
private static string GetAssemblyName()
{
return Assembly.GetExecutingAssembly().GetName().Name.Replace(" ", "_");
}
public static void PopulateAssets()
{
if ((Object)(object)MainAssetBundle == (Object)null)
{
Console.WriteLine(GetAssemblyName() + "." + mainAssetBundleName);
using Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(GetAssemblyName() + "." + mainAssetBundleName);
MainAssetBundle = AssetBundle.LoadFromStream(stream);
}
}
}
}
namespace System.Runtime.CompilerServices
{
[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
internal sealed class IgnoresAccessChecksToAttribute : Attribute
{
public IgnoresAccessChecksToAttribute(string assemblyName)
{
}
}
}