Decompiled source of MyToggleableNightVision v1.0.1

NightVision.dll

Decompiled 10 months ago
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using GameNetcodeStuff;
using HarmonyLib;
using NightVision.Patches;
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: AssemblyTitle("NightVision")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("NightVision")]
[assembly: AssemblyCopyright("Copyright ©  2023")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("30558705-be06-4ac4-ba83-bce5f1f25495")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace NightVision
{
	[BepInPlugin("Ken.NightVision", "Toggleable Night Vision", "1.0.0")]
	public class Plugin : BaseUnityPlugin
	{
		private const string PLUGIN_GUID = "Ken.NightVision";

		private const string PLUGIN_NAME = "Toggleable Night Vision";

		private const string PLUGIN_VERSION = "1.0.0";

		public static Harmony _harmony = new Harmony("NightVision");

		internal static ManualLogSource mls;

		private static ConfigEntry<string> cfgKeyBind;

		public static ConfigEntry<float> intensity;

		private void Awake()
		{
			//IL_0096: Unknown result type (might be due to invalid IL or missing references)
			//IL_009c: Expected O, but got Unknown
			_harmony.PatchAll(typeof(NightVisionPatch));
			mls = Logger.CreateLogSource("Ken.NightVision");
			mls.LogInfo((object)"NightVision loaded");
			cfgKeyBind = ((BaseUnityPlugin)this).Config.Bind<string>("Toggle Button", "Key", "C", "Button to toggle night vision mode in the bunker.");
			intensity = ((BaseUnityPlugin)this).Config.Bind<float>("Numeric Values", "Intensity", 7500f, "Intensity of the night vision when toggled. [Originally was 100000]");
			InputAction val = new InputAction((string)null, (InputActionType)0, "<Keyboard>/" + cfgKeyBind.Value, (string)null, (string)null, (string)null);
			val.performed += OnInsertKeyPressed;
			val.Enable();
		}

		private void OnInsertKeyPressed(CallbackContext obj)
		{
			NightVisionPatch.toggled = !NightVisionPatch.toggled;
			mls.LogDebug((object)("Night mode " + (NightVisionPatch.toggled ? "enabled" : "disabled")));
		}
	}
}
namespace NightVision.Patches
{
	[HarmonyPatch(typeof(PlayerControllerB))]
	internal class NightVisionPatch
	{
		internal static bool toggled;

		private static MethodInfo TargetMethod()
		{
			return typeof(PlayerControllerB).GetMethod("SetNightVisionEnabled", BindingFlags.Instance | BindingFlags.NonPublic);
		}

		[HarmonyPrefix]
		private static void Prefix(PlayerControllerB __instance)
		{
			if (toggled)
			{
				__instance.nightVision.intensity = Plugin.intensity.Value;
				__instance.nightVision.range = 100000f;
				__instance.nightVision.shadowStrength = 0f;
				__instance.nightVision.shadows = (LightShadows)0;
				__instance.nightVision.shape = (LightShape)2;
			}
			else
			{
				__instance.nightVision.intensity = 366.9317f;
				__instance.nightVision.range = 12f;
				__instance.nightVision.shadowStrength = 1f;
				__instance.nightVision.shadows = (LightShadows)0;
				__instance.nightVision.shape = (LightShape)0;
			}
		}
	}
}