using System;
using System.Collections;
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 Unity.Netcode;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: IgnoresAccessChecksTo("AmazingAssets.TerrainToMesh")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp-firstpass")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: IgnoresAccessChecksTo("ClientNetworkTransform")]
[assembly: IgnoresAccessChecksTo("com.olegknyazev.softmask")]
[assembly: IgnoresAccessChecksTo("DissonanceVoip")]
[assembly: IgnoresAccessChecksTo("EasyTextEffects")]
[assembly: IgnoresAccessChecksTo("Facepunch Transport for Netcode for GameObjects")]
[assembly: IgnoresAccessChecksTo("Facepunch.Steamworks.Win64")]
[assembly: IgnoresAccessChecksTo("Unity.AI.Navigation")]
[assembly: IgnoresAccessChecksTo("Unity.Animation.Rigging")]
[assembly: IgnoresAccessChecksTo("Unity.Animation.Rigging.DocCodeExamples")]
[assembly: IgnoresAccessChecksTo("Unity.Burst")]
[assembly: IgnoresAccessChecksTo("Unity.Burst.Unsafe")]
[assembly: IgnoresAccessChecksTo("Unity.Collections")]
[assembly: IgnoresAccessChecksTo("Unity.Collections.LowLevel.ILSupport")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem.ForUI")]
[assembly: IgnoresAccessChecksTo("Unity.Jobs")]
[assembly: IgnoresAccessChecksTo("Unity.Mathematics")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.Common")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.MetricTypes")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStats")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStatsMonitor.Component")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStatsMonitor.Configuration")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStatsMonitor.Implementation")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetStatsReporting")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetworkProfiler.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.Multiplayer.Tools.NetworkSolutionInterface")]
[assembly: IgnoresAccessChecksTo("Unity.Netcode.Components")]
[assembly: IgnoresAccessChecksTo("Unity.Netcode.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.Networking.Transport")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder.Csg")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder.KdTree")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder.Poly2Tri")]
[assembly: IgnoresAccessChecksTo("Unity.ProBuilder.Stl")]
[assembly: IgnoresAccessChecksTo("Unity.Profiling.Core")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.ShaderLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.HighDefinition.Config.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.HighDefinition.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Authentication")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Analytics")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Configuration")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Device")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Environments")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Environments.Internal")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Internal")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Networking")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Registration")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Scheduler")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Telemetry")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Core.Threading")]
[assembly: IgnoresAccessChecksTo("Unity.Services.QoS")]
[assembly: IgnoresAccessChecksTo("Unity.Services.Relay")]
[assembly: IgnoresAccessChecksTo("Unity.TextMeshPro")]
[assembly: IgnoresAccessChecksTo("Unity.Timeline")]
[assembly: IgnoresAccessChecksTo("Unity.VisualEffectGraph.Runtime")]
[assembly: IgnoresAccessChecksTo("UnityEngine.ARModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.NVIDIAModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.UI")]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("KarmyDev.KeepMySuitOn")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.1.0")]
[assembly: AssemblyInformationalVersion("1.0.1")]
[assembly: AssemblyProduct("KeepMySuitOn")]
[assembly: AssemblyTitle("KarmyDev.KeepMySuitOn")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.1.0")]
[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 KeepMySuitOn
{
[BepInPlugin("KarmyDev.KeepMySuitOn", "KeepMySuitOn", "1.0.1")]
public class KeepMySuitOnPlugin : BaseUnityPlugin
{
public static KeepMySuitOnPlugin? Instance;
public static ManualLogSource? Logger;
private static Harmony? Harmony;
public const int DEFAULT_SUIT_ID = 0;
private static ConfigEntry<bool>? CanRestoreLockedSuit;
private static ConfigEntry<string>? LastUsedSuitName;
public static void SaveLastUsedSuit(string suitName)
{
LastUsedSuitName.Value = suitName;
}
public static string GetLastUsedSuit()
{
return LastUsedSuitName.Value;
}
public static bool GetCanRestoreLockedSuit()
{
return CanRestoreLockedSuit.Value;
}
public static IEnumerator LazyRestoreSuit()
{
yield return (object)new WaitForEndOfFrame();
yield return (object)new WaitForEndOfFrame();
LoadLastUsedSuit();
}
public static void LoadLastUsedSuit()
{
string lastUsedSuit = GetLastUsedSuit();
if (lastUsedSuit == StartOfRound.Instance.unlockablesList.unlockables[0].unlockableName || string.IsNullOrEmpty(lastUsedSuit) || !(lastUsedSuit != "default"))
{
return;
}
UnlockableSuit[] array = Object.FindObjectsOfType<UnlockableSuit>(true);
for (int i = 0; i < array.Length; i++)
{
if (StartOfRound.Instance.unlockablesList.unlockables[array[i].suitID].unlockableName == lastUsedSuit)
{
if (GetCanRestoreLockedSuit())
{
array[i].SwitchSuitToThis((PlayerControllerB)null);
break;
}
if (StartOfRound.Instance.unlockablesList.unlockables[array[i].suitID].alreadyUnlocked || StartOfRound.Instance.unlockablesList.unlockables[array[i].suitID].hasBeenUnlockedByPlayer)
{
array[i].SwitchSuitToThis((PlayerControllerB)null);
break;
}
}
}
}
public void Awake()
{
//IL_005b: Unknown result type (might be due to invalid IL or missing references)
//IL_0065: Expected O, but got Unknown
Logger = ((BaseUnityPlugin)this).Logger;
Instance = this;
CanRestoreLockedSuit = ((BaseUnityPlugin)this).Config.Bind<bool>("KeepMySuitOnConfig", "CanRestoreLockedSuit", false, "Determines whether suits that are not unlocked should be restored, unless they have already been purchased in this game.");
LastUsedSuitName = ((BaseUnityPlugin)this).Config.Bind<string>("KeepMySuitOnConfig", "LastUsedSuitName", string.Empty, "A suit's name used to find and restore suit, leaving it empty or setting to \"default\" will restore default suit.");
Harmony = new Harmony("KarmyDev.KeepMySuitOn");
Logger.LogDebug((object)"Patching...");
Harmony.PatchAll();
Logger.LogDebug((object)"Finished patching!");
Logger.LogInfo((object)"KarmyDev.KeepMySuitOn v1.0.1 has loaded!");
}
}
public static class MyPluginInfo
{
public const string PLUGIN_GUID = "KarmyDev.KeepMySuitOn";
public const string PLUGIN_NAME = "KeepMySuitOn";
public const string PLUGIN_VERSION = "1.0.1";
}
}
namespace KeepMySuitOn.Patches
{
[HarmonyPatch(typeof(PlayerControllerB))]
public class PlayerControllerBPatch
{
[HarmonyPatch("ConnectClientToPlayerObject")]
[HarmonyPostfix]
public static void PostConnectClientToPlayerObject(ref PlayerControllerB __instance)
{
((MonoBehaviour)__instance).StartCoroutine(KeepMySuitOnPlugin.LazyRestoreSuit());
ManualLogSource? logger = KeepMySuitOnPlugin.Logger;
if (logger != null)
{
logger.LogMessage((object)"Restored last used suit for client.");
}
}
}
[HarmonyPatch(typeof(StartOfRound))]
public class StartOfRoundPatch
{
[HarmonyPatch("Start")]
[HarmonyPostfix]
public static void PostStart(ref StartOfRound __instance)
{
((MonoBehaviour)__instance).StartCoroutine(RestoreHostSuit(__instance));
}
private static IEnumerator RestoreHostSuit(StartOfRound __instance)
{
yield return (object)new WaitForEndOfFrame();
yield return (object)new WaitForEndOfFrame();
yield return (object)new WaitForSeconds(0.45f);
if (((NetworkBehaviour)__instance).IsServer || ((NetworkBehaviour)__instance).IsHost)
{
KeepMySuitOnPlugin.LoadLastUsedSuit();
ManualLogSource? logger = KeepMySuitOnPlugin.Logger;
if (logger != null)
{
logger.LogMessage((object)"Restored last used suit for host.");
}
}
}
}
[HarmonyPatch(typeof(UnlockableSuit))]
public class UnlockableSuitPatch
{
[HarmonyPatch("SwitchSuitToThis")]
[HarmonyPrefix]
public static void PreSwitchSuitToThis(ref UnlockableSuit __instance, PlayerControllerB playerWhoTriggered)
{
if (((Object)(object)playerWhoTriggered == (Object)null || (Object)(object)playerWhoTriggered == (Object)(object)GameNetworkManager.Instance.localPlayerController) && GameNetworkManager.Instance.localPlayerController.currentSuitID != __instance.suitID)
{
ManualLogSource? logger = KeepMySuitOnPlugin.Logger;
if (logger != null)
{
logger.LogMessage((object)("Saving new suit for later restore, id: " + __instance.suitID + ", name: " + StartOfRound.Instance.unlockablesList.unlockables[__instance.suitID].unlockableName));
}
KeepMySuitOnPlugin.SaveLastUsedSuit(StartOfRound.Instance.unlockablesList.unlockables[__instance.suitID].unlockableName);
}
}
[HarmonyPatch("SwitchSuitForPlayer")]
[HarmonyPostfix]
public static void PostSwitchSuitForPlayer(PlayerControllerB player, int suitID)
{
if (suitID == 0 && (Object)(object)player == (Object)(object)GameNetworkManager.Instance.localPlayerController)
{
((MonoBehaviour)player).StartCoroutine(KeepMySuitOnPlugin.LazyRestoreSuit());
ManualLogSource? logger = KeepMySuitOnPlugin.Logger;
if (logger != null)
{
logger.LogMessage((object)"Restored last used suit. (Fallback)");
}
}
}
}
}
namespace System.Runtime.CompilerServices
{
[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
internal sealed class IgnoresAccessChecksToAttribute : Attribute
{
public IgnoresAccessChecksToAttribute(string assemblyName)
{
}
}
}