Decompiled source of LCSpawnOnPlayerFix v1.0.0

LCSpawnOnPlayerFix.dll

Decompiled 4 months ago
using System.Collections.Generic;
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.Logging;
using GameNetcodeStuff;
using HarmonyLib;
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: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: AssemblyCompany("LCSpawnOnPlayerFix")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("Ever got an Eyeless Dog or Forest Giant spawn directly on top of you? Yeah... This mod fixes that.")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+01481f30750129d740d9a3593f9453429b54104b")]
[assembly: AssemblyProduct("LCSpawnOnPlayerFix")]
[assembly: AssemblyTitle("LCSpawnOnPlayerFix")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace LCSpawnOnPlayerFix
{
	public static class Helpers
	{
		public const float SafeSpawnDistanceFromPlayer = 16f;

		public const float SafeSpawnSquaredDistanceFromPlayer = 256f;

		public static readonly Vector3 SafeOutsideScaleDistance = new Vector3(1f, 0.7f, 1f);

		public static float SquaredDistance(Vector3 v1, Vector3 v2, Vector3 scale)
		{
			//IL_0001: Unknown result type (might be due to invalid IL or missing references)
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_000f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0015: Unknown result type (might be due to invalid IL or missing references)
			//IL_001d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0023: Unknown result type (might be due to invalid IL or missing references)
			//IL_002e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0035: Unknown result type (might be due to invalid IL or missing references)
			//IL_003f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0046: Unknown result type (might be due to invalid IL or missing references)
			//IL_0051: Unknown result type (might be due to invalid IL or missing references)
			//IL_0058: Unknown result type (might be due to invalid IL or missing references)
			float num = v1.x - v2.x;
			float num2 = v1.y - v2.y;
			float num3 = v1.z - v2.z;
			return num * num * scale.x * scale.x + num2 * num2 * scale.y * scale.y + num3 * num3 * scale.z * scale.z;
		}

		public static bool IsTrulyAlive(this PlayerControllerB player)
		{
			return ((NetworkBehaviour)player).IsSpawned && player.isPlayerControlled && !player.isPlayerDead;
		}

		public static bool IsUnsafeOutside(this PlayerControllerB player)
		{
			return !player.isInsideFactory && !player.isInHangarShipRoom;
		}

		public static bool IsOutsidePositionNearPlayer(this PlayerControllerB player, Vector3 position)
		{
			//IL_0001: Unknown result type (might be due to invalid IL or missing references)
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			return SquaredDistance(position, ((Component)player).transform.position, SafeOutsideScaleDistance) < 256f;
		}
	}
	[BepInPlugin("LCSpawnOnPlayerFix", "LCSpawnOnPlayerFix", "1.0.0")]
	internal class Plugin : BaseUnityPlugin
	{
		private readonly Harmony _harmony = null;

		internal static ManualLogSource Logger { get; private set; }

		protected Plugin()
		{
			//IL_0021: Unknown result type (might be due to invalid IL or missing references)
			//IL_002b: Expected O, but got Unknown
			Logger = ((BaseUnityPlugin)this).Logger;
			_harmony = new Harmony("LCSpawnOnPlayerFix");
		}

		protected void Awake()
		{
			ManualLogSource logger = Logger;
			if (logger != null)
			{
				logger.LogInfo((object)"Plugin LCSpawnOnPlayerFix is loaded!");
			}
			ManualLogSource logger2 = Logger;
			if (logger2 != null)
			{
				logger2.LogDebug((object)"Patching harmony...");
			}
			_harmony.PatchAll(Assembly.GetExecutingAssembly());
		}
	}
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "LCSpawnOnPlayerFix";

		public const string PLUGIN_NAME = "LCSpawnOnPlayerFix";

		public const string PLUGIN_VERSION = "1.0.0";
	}
}
namespace LCSpawnOnPlayerFix.Patches
{
	[HarmonyPatch(typeof(RoundManager))]
	internal static class RoundManagerPatch
	{
		[HarmonyPatch("SpawnRandomOutsideEnemy")]
		[HarmonyPrefix]
		private static bool SpawnRandomOutsideEnemyPrefix(ref GameObject[] spawnPoints)
		{
			int num = spawnPoints.Length;
			List<GameObject> list = new List<GameObject>(spawnPoints);
			int num2 = StartOfRound.Instance.allPlayerScripts.Length;
			for (int i = 0; i < num2; i++)
			{
				PlayerControllerB player = StartOfRound.Instance.allPlayerScripts[i];
				if ((Object)(object)player != (Object)null && player.IsTrulyAlive() && player.IsUnsafeOutside())
				{
					list.RemoveAll((GameObject x) => player.IsOutsidePositionNearPlayer(x.transform.position));
				}
			}
			ManualLogSource logger = Plugin.Logger;
			if (logger != null)
			{
				logger.LogDebug((object)string.Format("\"{0}\" Removed {1} spawn points too close to players", "RoundManagerPatch", num - list.Count));
			}
			if (list.Count < 1)
			{
				return false;
			}
			spawnPoints = list.ToArray();
			return true;
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}