Decompiled source of Melanie Interiors MelanieMelicious v1.2.1

MelanieMeliciousInterior.dll

Decompiled a day ago
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 LethalLevelLoader;
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(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.0.0.0")]
[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;
		}
	}
}
internal static class MelanieInteriorConfig
{
	internal enum items
	{
		Enable,
		NoPickup,
		Disable
	}

	internal static ConfigEntry<bool> museum;

	internal static ConfigEntry<bool> mausoleum;

	internal static ConfigEntry<items> item0;

	internal static ConfigEntry<items> item1;

	internal static ConfigEntry<items> item2;

	internal static ConfigEntry<items> item3;

	internal static ConfigEntry<items> item4;

	internal static ConfigEntry<items> item5;

	internal static ConfigEntry<int> item0Min;

	internal static ConfigEntry<int> item0Max;

	internal static ConfigEntry<int> item2Min;

	internal static ConfigEntry<int> item2Max;

	internal static ConfigEntry<int> item3Min;

	internal static ConfigEntry<int> item3Max;

	internal static ConfigEntry<int> item4Min;

	internal static ConfigEntry<int> item4Max;

	internal static ConfigEntry<int> item5Min;

	internal static ConfigEntry<int> item5Max;

	internal static ConfigEntry<bool> item0Hand;

	internal static ConfigEntry<bool> item1Hand;

	internal static ConfigEntry<bool> item2Hand;

	internal static ConfigEntry<bool> item3Hand;

	internal static ConfigEntry<bool> item4Hand;

	internal static ConfigEntry<bool> item5Hand;

	internal static void SetupConfig(ConfigFile config)
	{
		museum = config.Bind<bool>("Enabled Interiors", "Museum", true, "Do you want to enable MelanieMuseum?");
		mausoleum = config.Bind<bool>("Enabled Interiors", "Mausoleum", true, "Do you want to enable MelanieMausoleum?");
		item0 = config.Bind<items>("Item Toggle", "Paintings", items.Enable, "Toggle if paintings are enabled, can be picked up, or disabled entirely.");
		item1 = config.Bind<items>("Item Toggle", "Fossils", items.Enable, "Toggle if fossils are enabled, can be picked up, or disabled entirely.");
		item2 = config.Bind<items>("Item Toggle", "Plushies", items.Enable, "Toggle if plushies are enabled, can be picked up, or disabled entirely.");
		item3 = config.Bind<items>("Item Toggle", "Relics", items.Enable, "Toggle if puzzle relics are enabled, can be picked up, or disabled entirely.");
		item4 = config.Bind<items>("Item Toggle", "Body Bags", items.Enable, "Toggle if body bags are enabled, can be picked up, or disabled entirely.");
		item5 = config.Bind<items>("Item Toggle", "Small Bones", items.Enable, "Toggle if small bones (not fossils) are enabled, can be picked up, or disabled entirely.");
		item0Min = config.Bind<int>("Item Values", "Painting Minimum Value", 10, "Modify minimum values of paintings.");
		item0Max = config.Bind<int>("Item Values", "Painting Maximum Value", 20, "Modify maximum values of paintings.");
		item2Min = config.Bind<int>("Item Values", "Plushie Minimum Value", 20, "Modify minimum values of plushie.");
		item2Max = config.Bind<int>("Item Values", "Plushie Maximum Value", 30, "Modify maximum values of plushie.");
		item3Min = config.Bind<int>("Item Values", "Relic Minimum Value", 35, "Modify minimum values of relics.");
		item3Max = config.Bind<int>("Item Values", "Relic Maximum Value", 55, "Modify maximum values of relics.");
		item4Min = config.Bind<int>("Item Values", "Body Bag Minimum Value", 10, "Modify minimum values of body bags.");
		item4Max = config.Bind<int>("Item Values", "Body Bag Maximum Value", 20, "Modify maximum values of body bags.");
		item5Min = config.Bind<int>("Item Values", "Small Bone Minimum Value", 5, "Modify minimum values of small bones.");
		item5Max = config.Bind<int>("Item Values", "Small Bone Maximum Value", 10, "Modify maximum values of small bones.");
		item0Hand = config.Bind<bool>("Item Holding", "Paintings 2-Handed", true, "Modify if paintings are 2-handed.");
		item2Hand = config.Bind<bool>("Item Holding", "Plushies 2-Handed", false, "Modify if plushies are 2-handed.");
		item3Hand = config.Bind<bool>("Item Holding", "Relics 2-Handed", false, "Modify if relics are 2-handed.");
		item4Hand = config.Bind<bool>("Item Holding", "Body Bags 2-Handed", true, "Modify if body bags are 2-handed.");
		item5Hand = config.Bind<bool>("Item Holding", "Small Bones 2-Handed", false, "Modify if small bones are 2-handed.");
	}
}
namespace MelMelInteriors
{
	[BepInPlugin("MelanieMelicious.interior0", "Melanie Melicious - Interiors", "1.2.1")]
	public class Plugin : BaseUnityPlugin
	{
		private const string GUID = "MelanieMelicious.interior0";

		private const string NAME = "Melanie Melicious - Interiors";

		private const string VERSION = "1.2.1";

		internal static ExtendedMod extMod;

		private void Awake()
		{
			MelanieInteriorConfig.SetupConfig(((BaseUnityPlugin)this).Config);
			string directoryName = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
			AssetBundle val = AssetBundle.LoadFromFile(Path.Combine(directoryName, "melanieinteriors"));
			extMod = val.LoadAsset<ExtendedMod>("Assets/MelanieInterior/MelanieInteriors.asset");
			if (MelanieInteriorConfig.museum.Value)
			{
				AssetBundle val2 = AssetBundle.LoadFromFile(Path.Combine(directoryName, "melaniemuseum"));
				Item[] array = val2.LoadAsset<AllItemsList>("Assets/MelanieInterior/Asset/MelanieMuseumItems.asset").itemsList.ToArray();
				extMod.ExtendedDungeonFlows.Add(val2.LoadAsset<ExtendedDungeonFlow>("Assets/MelanieInterior/MuseumExtendedFlow.asset"));
				Item((Item[])(object)new Item[4]
				{
					array[0],
					array[1],
					array[2],
					array[3]
				}, (short)MelanieInteriorConfig.item0.Value, MelanieInteriorConfig.item0Min.Value, MelanieInteriorConfig.item0Max.Value);
				Item((Item[])(object)new Item[8]
				{
					array[6],
					array[7],
					array[8],
					array[9],
					array[10],
					array[11],
					array[12],
					array[13]
				}, (short)MelanieInteriorConfig.item1.Value);
				Item((Item[])(object)new Item[1] { array[4] }, (short)MelanieInteriorConfig.item2.Value, MelanieInteriorConfig.item2Min.Value, MelanieInteriorConfig.item2Max.Value);
				Item((Item[])(object)new Item[1] { array[5] }, (short)MelanieInteriorConfig.item3.Value, MelanieInteriorConfig.item3Min.Value, MelanieInteriorConfig.item3Max.Value);
			}
			if (MelanieInteriorConfig.mausoleum.Value)
			{
				AssetBundle val3 = AssetBundle.LoadFromFile(Path.Combine(directoryName, "melaniemausoleum"));
				Item[] array2 = val3.LoadAsset<AllItemsList>("Assets/MelanieInterior/Asset/MelanieMausoleumItems.asset").itemsList.ToArray();
				extMod.ExtendedDungeonFlows.Add(val3.LoadAsset<ExtendedDungeonFlow>("Assets/MelanieInterior/MausoleumExtendedFlow.asset"));
				Item((Item[])(object)new Item[1] { array2[0] }, (short)MelanieInteriorConfig.item4.Value, MelanieInteriorConfig.item4Min.Value, MelanieInteriorConfig.item4Max.Value);
				Item((Item[])(object)new Item[3]
				{
					array2[1],
					array2[2],
					array2[3]
				}, (short)MelanieInteriorConfig.item5.Value, MelanieInteriorConfig.item5Min.Value, MelanieInteriorConfig.item5Max.Value);
			}
			PatchedContent.RegisterExtendedMod(extMod);
		}

		private void Item(Item[] items, short config = 0, int min = 0, int max = -1)
		{
			//IL_0054: Unknown result type (might be due to invalid IL or missing references)
			//IL_0059: Unknown result type (might be due to invalid IL or missing references)
			//IL_0067: Expected O, but got Unknown
			//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f7: Expected O, but got Unknown
			switch (config)
			{
			case 0:
				foreach (Item val4 in items)
				{
					if (max != -1)
					{
						val4.minValue = min;
						val4.maxValue = max;
					}
					extMod.ExtendedItems.Add(new ExtendedItem
					{
						Item = val4
					});
				}
				break;
			case 1:
				foreach (Item val5 in items)
				{
					val5.spawnPrefab.GetComponent<GrabbableObject>().grabbable = false;
				}
				break;
			case 2:
			{
				ScanNodeProperties val3 = default(ScanNodeProperties);
				foreach (Item val in items)
				{
					val.spawnPrefab.GetComponent<GrabbableObject>().grabbable = false;
					foreach (Transform item in val.spawnPrefab.transform)
					{
						Transform val2 = item;
						if (((Component)val2).TryGetComponent<ScanNodeProperties>(ref val3))
						{
							((Behaviour)val3).enabled = false;
						}
						else
						{
							Object.Destroy((Object)(object)((Component)val2).gameObject);
						}
					}
				}
				break;
			}
			}
		}
	}
}