Decompiled source of Sleight Of Hand Piggy Variety Patch v1.0.2

BepInEx/plugins/SleightOfHandPiggyVarietyPatch/SleightOfHandPiggyVarietyPatch.dll

Decompiled 2 weeks ago
using System;
using System.Collections;
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 HarmonyLib;
using Microsoft.CodeAnalysis;
using MoreShipUpgrades.Misc.Upgrades;
using MoreShipUpgrades.Misc.Util;
using MoreShipUpgrades.UpgradeComponents.TierUpgrades.Items.Shotgun;
using PiggyVarietyMod.Patches;
using SleightOfHandPiggyVarietyPatch.NetcodePatcher;
using SleightOfHandPiggyVarietyPatch.Patches;
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: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
[module: NetcodePatchedAssembly]
internal class <Module>
{
	static <Module>()
	{
	}
}
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;
		}
	}
}
namespace SleightOfHandPiggyVarietyPatch
{
	[BepInPlugin("com.github.WhiteSpike.SleightOfHandPiggyVarietyPatch", "Sleight Of Hand Piggy Variety Patch", "1.0.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Plugin : BaseUnityPlugin
	{
		internal static readonly Harmony harmony = new Harmony("com.github.WhiteSpike.SleightOfHandPiggyVarietyPatch");

		internal static readonly ManualLogSource mls = Logger.CreateLogSource("Sleight Of Hand Piggy Variety Patch");

		private void Awake()
		{
			harmony.PatchAll(typeof(M4ItemPatcher));
			mls.LogInfo((object)"Patched the rifle succesfully");
			harmony.PatchAll(typeof(RevolverItemPatcher));
			mls.LogInfo((object)"Patched the revolver successfully");
			mls.LogInfo((object)"Sleight Of Hand Piggy Variety Patch 1.0.0 has been loaded successfully.");
		}
	}
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "SleightOfHandPiggyVarietyPatch";

		public const string PLUGIN_NAME = "SleightOfHandPiggyVarietyPatch";

		public const string PLUGIN_VERSION = "1.0.0";
	}
}
namespace SleightOfHandPiggyVarietyPatch.Patches
{
	[HarmonyPatch(typeof(M4Item))]
	internal static class M4ItemPatcher
	{
		[HarmonyPatch("ReloadGunAnimation")]
		[HarmonyPrefix]
		private static void ReloadGunAnimationPrefix(M4Item __instance)
		{
			if (BaseUpgrade.GetActiveUpgrade("Sleight of Hand"))
			{
				Animator playerBodyAnimator = ((GrabbableObject)__instance).playerHeldBy.playerBodyAnimator;
				playerBodyAnimator.speed *= 2f + SleightOfHand.ComputeSleightOfHandSpeedBoost();
				Animator gunAnimator = __instance.gunAnimator;
				gunAnimator.speed *= 2f + SleightOfHand.ComputeSleightOfHandSpeedBoost();
				((MonoBehaviour)__instance).StartCoroutine(__instance.waitToEndReloadAnimation());
			}
		}

		[HarmonyPatch(/*Could not decode attribute arguments.*/)]
		[HarmonyTranspiler]
		private static IEnumerable<CodeInstruction> ReloadGunAnimationTranspiler(IEnumerable<CodeInstruction> instructions)
		{
			MethodInfo method = typeof(SleightOfHand).GetMethod("GetSleightOfHandSpeedBoost");
			List<CodeInstruction> result = new List<CodeInstruction>(instructions);
			int num = 0;
			Tools.FindFloat(ref num, ref result, 2f, method, false, false, false, false, false, false, "Couldn't find the first WaitForSecond value");
			Tools.FindFloat(ref num, ref result, 0.55f, method, false, false, false, false, false, false, "Couldn't find the second WaitForSecond value");
			return result;
		}

		private static IEnumerator waitToEndReloadAnimation(this M4Item gun)
		{
			yield return (object)new WaitForSeconds(1f);
			yield return (object)new WaitWhile((Func<bool>)(() => gun.isReloading));
			Animator playerBodyAnimator = ((GrabbableObject)gun).playerHeldBy.playerBodyAnimator;
			playerBodyAnimator.speed /= 2f + SleightOfHand.ComputeSleightOfHandSpeedBoost();
			Animator gunAnimator = gun.gunAnimator;
			gunAnimator.speed /= 2f + SleightOfHand.ComputeSleightOfHandSpeedBoost();
		}
	}
	[HarmonyPatch(typeof(RevolverItem))]
	internal static class RevolverItemPatcher
	{
		[HarmonyPatch("ReloadGunAnimation")]
		[HarmonyPrefix]
		private static void ReloadGunAnimationPrefix(RevolverItem __instance)
		{
			if (BaseUpgrade.GetActiveUpgrade("Sleight of Hand"))
			{
				Animator playerBodyAnimator = ((GrabbableObject)__instance).playerHeldBy.playerBodyAnimator;
				playerBodyAnimator.speed *= 2f + SleightOfHand.ComputeSleightOfHandSpeedBoost();
				Animator gunAnimator = __instance.gunAnimator;
				gunAnimator.speed *= 2f + SleightOfHand.ComputeSleightOfHandSpeedBoost();
				((MonoBehaviour)__instance).StartCoroutine(__instance.waitToEndReloadAnimation());
			}
		}

		[HarmonyPatch(/*Could not decode attribute arguments.*/)]
		[HarmonyTranspiler]
		private static IEnumerable<CodeInstruction> ReloadGunAnimationTranspiler(IEnumerable<CodeInstruction> instructions)
		{
			MethodInfo method = typeof(SleightOfHand).GetMethod("GetSleightOfHandSpeedBoost");
			List<CodeInstruction> result = new List<CodeInstruction>(instructions);
			int num = 0;
			Tools.FindFloat(ref num, ref result, 0.05f, method, false, false, false, false, false, false, "Couldn't find the first WaitForSecond value");
			Tools.FindFloat(ref num, ref result, 0.75f, method, false, false, false, false, false, false, "Couldn't find the second WaitForSecond value");
			Tools.FindFloat(ref num, ref result, 0.1f, method, false, false, false, false, false, false, "Couldn't find the second WaitForSecond value");
			Tools.FindFloat(ref num, ref result, 1f, method, false, false, false, false, false, false, "Couldn't find the second WaitForSecond value");
			return result;
		}

		private static IEnumerator waitToEndReloadAnimation(this RevolverItem gun)
		{
			yield return (object)new WaitForSeconds(0.5f);
			yield return (object)new WaitWhile((Func<bool>)(() => gun.isReloading));
			Animator playerBodyAnimator = ((GrabbableObject)gun).playerHeldBy.playerBodyAnimator;
			playerBodyAnimator.speed /= 2f + SleightOfHand.ComputeSleightOfHandSpeedBoost();
			Animator gunAnimator = gun.gunAnimator;
			gunAnimator.speed /= 2f + SleightOfHand.ComputeSleightOfHandSpeedBoost();
		}
	}
}
namespace SleightOfHandPiggyVarietyPatch.Misc
{
	internal static class Metadata
	{
		public const string GUID = "com.github.WhiteSpike.SleightOfHandPiggyVarietyPatch";

		public const string NAME = "Sleight Of Hand Piggy Variety Patch";

		public const string VERSION = "1.0.0";
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}
namespace SleightOfHandPiggyVarietyPatch.NetcodePatcher
{
	[AttributeUsage(AttributeTargets.Module)]
	internal class NetcodePatchedAssemblyAttribute : Attribute
	{
	}
}