Decompiled source of Immersive Visor v0.5.2

ImmersiveVisor.dll

Decompiled 8 months ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Bootstrap;
using BepInEx.Configuration;
using BepInEx.Logging;
using GameNetcodeStuff;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using Woecust.ImmersiveVisor.Config;
using Woecust.ImmersiveVisor.Patches;
using Woecust.ImmersiveVisor.PostProcessing;

[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: AssemblyCompany("ImmersiveVisor")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("Immersive Visor for Lethal Company")]
[assembly: AssemblyFileVersion("0.5.2.0")]
[assembly: AssemblyInformationalVersion("0.5.2")]
[assembly: AssemblyProduct("ImmersiveVisor")]
[assembly: AssemblyTitle("ImmersiveVisor")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.5.2.0")]
[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;
		}
	}
}
namespace Woecust.ImmersiveVisor
{
	[BepInPlugin("ImmersiveVisor", "ImmersiveVisor", "0.5.2")]
	public class Plugin : BaseUnityPlugin
	{
		public const string Version = "0.5.2";

		private const string Guid = "ImmersiveVisor";

		private const string Name = "ImmersiveVisor";

		public static Plugin Instance;

		internal static ManualLogSource Log;

		private void Awake()
		{
			//IL_000c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0016: Expected O, but got Unknown
			Instance = this;
			Log = new ManualLogSource("ImmersiveVisorLogSource");
			Logger.Sources.Add((ILogSource)(object)Log);
			Log.LogInfo((object)"Mod Loading...");
			ConfigLoader.Load();
			HDRPChanges.Load();
			AssetBundle assetBundle = AssetBundle.LoadFromFile(Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "immersivevisor"));
			ShaderLoader.LoadAssets(assetBundle);
			RaindropSolver.LoadAssets(assetBundle);
			Visor.LoadAssets(assetBundle);
			Harmony.CreateAndPatchAll(typeof(PlayerControllerBPatch), (string)null);
			Harmony.CreateAndPatchAll(typeof(StartOfRoundPatch), (string)null);
			Harmony.CreateAndPatchAll(typeof(TimeOfDayPatch), (string)null);
			Harmony.CreateAndPatchAll(typeof(EnemyAI), (string)null);
			Log.LogInfo((object)"Mod Loaded");
		}

		public static bool IsModdedWith(string guid)
		{
			return Chainloader.PluginInfos.ContainsKey(guid);
		}
	}
	public sealed class Visor : MonoBehaviour
	{
		private const float PhysicalVisorDefaultScale = 0.24f;

		public static Visor Instance;

		private static AudioClip[] visorBreakSfx;

		private static GameObject physicalVisorPrefab;

		private static Material physicalVisorMat;

		private static readonly int VisorFOV = Shader.PropertyToID("_FieldOfView");

		private PlayerControllerB player;

		private Transform physicalVisor;

		private OccludeAudio rainAmbienceOcclude;

		private VisorRaindrop raindrop;

		private VisorCrack visorCrack;

		private VisorBloodSplatter visorBlood;

		private VisorRim visorRim;

		private List<Camera> renderClearList;

		private bool isRaining;

		private bool wasTerminalMenu;

		private float visorTerminalLerp;

		private bool hideRimInTerminal;

		public Dictionary<Camera, VisorRainState> VisorRainStates { get; private set; }

		public static void LoadAssets(AssetBundle assetBundle)
		{
			visorBreakSfx = (AudioClip[])(object)new AudioClip[2];
			visorBreakSfx[0] = assetBundle.LoadAsset<AudioClip>("Assets/Audio/sfx_visor_crack_hard.wav");
			visorBreakSfx[1] = assetBundle.LoadAsset<AudioClip>("Assets/Audio/sfx_visor_crack_light.wav");
			physicalVisorPrefab = assetBundle.LoadAsset<GameObject>("Assets/Prefabs/PhysicalVisor.prefab");
			physicalVisorMat = assetBundle.LoadAsset<Material>("Assets/Materials/FirstPersonProjection.mat");
		}

		public void Start()
		{
			//IL_0152: Unknown result type (might be due to invalid IL or missing references)
			//IL_0172: Unknown result type (might be due to invalid IL or missing references)
			//IL_01b5: Unknown result type (might be due to invalid IL or missing references)
			//IL_01e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01e8: Unknown result type (might be due to invalid IL or missing references)
			//IL_01ef: Unknown result type (might be due to invalid IL or missing references)
			//IL_01f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_01fc: Unknown result type (might be due to invalid IL or missing references)
			//IL_01fd: Unknown result type (might be due to invalid IL or missing references)
			//IL_0204: Unknown result type (might be due to invalid IL or missing references)
			//IL_021d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0222: Unknown result type (might be due to invalid IL or missing references)
			//IL_0229: Unknown result type (might be due to invalid IL or missing references)
			//IL_0246: Unknown result type (might be due to invalid IL or missing references)
			//IL_025b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0263: Unknown result type (might be due to invalid IL or missing references)
			//IL_026b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0291: Unknown result type (might be due to invalid IL or missing references)
			//IL_0298: Expected O, but got Unknown
			if ((Object)(object)Instance == (Object)null)
			{
				Instance = this;
			}
			else
			{
				Object.Destroy((Object)(object)this);
			}
			player = GameNetworkManager.Instance.localPlayerController;
			rainAmbienceOcclude = GameObject.Find("Systems/GameSystems/TimeAndWeather/RainParticleContainer/RainAmbience").GetComponent<OccludeAudio>();
			VisorRainStates = new Dictionary<Camera, VisorRainState>();
			renderClearList = new List<Camera>();
			HDAdditionalCameraData component = GameObject.Find("Systems/UI/UICamera").GetComponent<HDAdditionalCameraData>();
			((BitArray128)(ref component.renderingPathCustomFrameSettingsOverrideMask.mask))[15u] = true;
			((BitArray128)(ref component.renderingPathCustomFrameSettingsOverrideMask.mask))[39u] = true;
			((FrameSettings)(ref component.renderingPathCustomFrameSettings)).SetEnabled((FrameSettingsField)15, true);
			((FrameSettings)(ref component.renderingPathCustomFrameSettings)).SetEnabled((FrameSettingsField)39, false);
			HDAdditionalCameraData component2 = ((Component)player.gameplayCamera).GetComponent<HDAdditionalCameraData>();
			if (((BitArray128)(ref component2.renderingPathCustomFrameSettingsOverrideMask.mask))[6u] && !((FrameSettings)(ref component2.renderingPathCustomFrameSettings)).IsEnabled((FrameSettingsField)6))
			{
				((FrameSettings)(ref component2.renderingPathCustomFrameSettings)).SetEnabled((FrameSettingsField)6, true);
				GameObject.Find("Systems/Rendering/CustomPass").SetActive(false);
			}
			physicalVisor = Object.Instantiate<GameObject>(physicalVisorPrefab).transform;
			physicalVisor.SetParent(((Component)this).transform);
			physicalVisor.GetChild(0).localEulerAngles = new Vector3(90f, 0f, 0f);
			physicalVisor.localScale = new Vector3(0.24f, 0.24f, 0.24f);
			CustomPassVolume val = ((Component)physicalVisor).gameObject.AddComponent<CustomPassVolume>();
			val.isGlobal = false;
			val.priority = 64f;
			val.targetCamera = player.gameplayCamera;
			val.injectionPoint = (CustomPassInjectionPoint)0;
			CustomPass obj = val.AddPassOfType<DrawRenderersCustomPass>();
			DrawRenderersCustomPass val2 = (DrawRenderersCustomPass)(object)((obj is DrawRenderersCustomPass) ? obj : null);
			BackupFrameBufferPass backupFrameBufferPass = val.AddPassOfType<BackupFrameBufferPass>() as BackupFrameBufferPass;
			((CustomPass)val2).name = "GetVisorRim";
			((CustomPass)val2).targetColorBuffer = (TargetBuffer)1;
			((CustomPass)val2).targetDepthBuffer = (TargetBuffer)2;
			((CustomPass)val2).clearFlags = (ClearFlag)0;
			((CustomPass)val2).clearFlags = (ClearFlag)(((CustomPass)val2).clearFlags | 1);
			val2.renderQueueType = (RenderQueueType)2;
			val2.layerMask = LayerMask.op_Implicit(LayerMask.GetMask(new string[1] { "HelmetVisor" }));
			val2.overrideMode = (OverrideMaterialMode)1;
			val2.overrideMaterial = physicalVisorMat;
			val2.overrideMaterialPassName = "MotionVectors";
			val2.sortingCriteria = (SortingCriteria)0;
			((CustomPass)backupFrameBufferPass).name = "WriteVisorRim";
			((CustomPass)backupFrameBufferPass).targetColorBuffer = (TargetBuffer)2;
			((CustomPass)backupFrameBufferPass).targetDepthBuffer = (TargetBuffer)2;
			((CustomPass)backupFrameBufferPass).clearFlags = (ClearFlag)0;
			backupFrameBufferPass.outputRenderTexture = VisorPostProcessingHelper.GetVisorRimMask();
			VisorPostProcessingHelper.PlayerCamera = player.gameplayCamera;
			GameObject val3 = new GameObject("ImmersiveVisorPostProcessing");
			val3.transform.parent = GameObject.Find("Systems/Rendering").transform;
			Volume val4 = val3.AddComponent<Volume>();
			val4.priority = 421f;
			VolumeProfile val5 = ScriptableObject.CreateInstance<VolumeProfile>();
			((Object)val5).name = "VisorPostProcessProfile";
			raindrop = val5.Add<VisorRaindrop>(true);
			((Object)raindrop).name = "VisorRaindrop";
			((VolumeParameter<bool>)(object)raindrop.enabled).value = VisorConfig.RaindropShow;
			((VolumeParameter<bool>)(object)raindrop.specular).value = VisorConfig.RaindropSpecular;
			((VolumeParameter<bool>)(object)raindrop.shadow).value = VisorConfig.RaindropShadow;
			((VolumeParameter<float>)(object)raindrop.dryTime).value = VisorConfig.RaindropDryTime;
			((VolumeParameter<int>)(object)raindrop.pixelated).value = VisorConfig.PixelatedRain;
			visorRim = val5.Add<VisorRim>(true);
			((Object)visorRim).name = "VisorRim";
			((VolumeParameter<bool>)(object)visorRim.visible).value = VisorConfig.RimShow && !VisorConfig.RimPhysical;
			visorCrack = val5.Add<VisorCrack>(true);
			((Object)visorCrack).name = "VisorCrack";
			((VolumeParameter<bool>)(object)visorCrack.enabled).value = VisorConfig.CrackShow;
			((VolumeParameter<int>)(object)visorCrack.pixelated).value = VisorConfig.PixelatedCrack;
			visorBlood = val5.Add<VisorBloodSplatter>(true);
			((Object)visorBlood).name = "VisorBloodSplatter";
			((VolumeParameter<bool>)(object)visorBlood.enabled).value = VisorConfig.BloodShow;
			((VolumeParameter<float>)(object)visorBlood.lifeTime).value = VisorConfig.BloodLifeTime;
			((VolumeParameter<int>)(object)visorBlood.pixelated).value = VisorConfig.PixelatedBlood;
			((VolumeParameter<float>)(object)visorBlood.fadeOut).value = VisorConfig.BloodDryTime;
			val4.sharedProfile = val5;
			if (VisorConfig.PixelateAuto)
			{
				int height = ((Texture)player.gameplayCamera.targetTexture).height;
				((VolumeParameter<int>)(object)raindrop.pixelated).value = height;
				((VolumeParameter<int>)(object)visorCrack.pixelated).value = height;
				((VolumeParameter<int>)(object)visorBlood.pixelated).value = height;
			}
			hideRimInTerminal = Plugin.IsModdedWith("wijes.desktop.terminal");
			Plugin.Log.LogInfo((object)"Immersive Visor Initialized");
		}

		public void Repair()
		{
			Plugin.Log.LogInfo((object)"Visor Repaired");
			((VolumeParameter<int>)(object)visorCrack.crackLevel).value = 0;
		}

		public void Damage(CauseOfDeath cause)
		{
			int value = ((VolumeParameter<int>)(object)visorCrack.crackLevel).value;
			ClampedIntParameter crackLevel = visorCrack.crackLevel;
			int health = player.health;
			if (1 == 0)
			{
			}
			int value2 = ((health <= 35) ? 2 : ((health <= 75) ? 1 : ((VolumeParameter<int>)(object)visorCrack.crackLevel).value));
			if (1 == 0)
			{
			}
			((VolumeParameter<int>)(object)crackLevel).value = value2;
			if (((VolumeParameter<int>)(object)visorCrack.crackLevel).value > 0 && value != ((VolumeParameter<int>)(object)visorCrack.crackLevel).value)
			{
				HUDManager.Instance.UIAudio.PlayOneShot(visorBreakSfx[((VolumeParameter<int>)(object)visorCrack.crackLevel).value - 1], VisorConfig.CrackVolume);
				Plugin.Log.LogInfo((object)$"Visor Damaged : level {((VolumeParameter<int>)(object)visorCrack.crackLevel).value}");
			}
		}

		public void AddCamera(Camera camera)
		{
			if (VisorRainStates.TryGetValue(camera, out var _))
			{
				VisorRainStates.Remove(camera);
			}
			VisorRainStates.Add(camera, new VisorRainState(camera));
		}

		public void QueueRenderClear(Camera camera)
		{
			renderClearList.Add(camera);
		}

		public void LateUpdate()
		{
			RimUpdate();
			((VolumeParameter<bool>)(object)visorBlood.enabled).value = VisorConfig.BloodShow;
			((VolumeParameter<bool>)(object)visorCrack.enabled).value = VisorConfig.CrackShow;
			if (player.isPlayerDead)
			{
				((VolumeParameter<int>)(object)visorCrack.crackLevel).value = 0;
			}
			if (VisorConfig.PixelateAuto)
			{
				int height = ((Texture)player.gameplayCamera.targetTexture).height;
				((VolumeParameter<int>)(object)raindrop.pixelated).value = height;
				((VolumeParameter<int>)(object)visorCrack.pixelated).value = height;
				((VolumeParameter<int>)(object)visorBlood.pixelated).value = height;
			}
			else
			{
				((VolumeParameter<int>)(object)raindrop.pixelated).value = VisorConfig.PixelatedRain;
				((VolumeParameter<int>)(object)visorCrack.pixelated).value = VisorConfig.PixelatedCrack;
				((VolumeParameter<int>)(object)visorBlood.pixelated).value = VisorConfig.PixelatedBlood;
			}
		}

		public void FixedUpdate()
		{
			RaindropUpdate();
		}

		private void RaindropUpdate()
		{
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0030: Expected I4, but got Unknown
			if (!VisorConfig.RaindropShow)
			{
				((VolumeParameter<bool>)(object)raindrop.enabled).value = false;
				return;
			}
			int num = (int)TimeOfDay.Instance.currentLevelWeather;
			bool flag = (((uint)(num - 1) <= 1u || num == 4) ? true : false);
			bool flag2 = flag || ((Component)rainAmbienceOcclude).gameObject.activeInHierarchy;
			RemoveNullKeys();
			if (isRaining != flag2)
			{
				if (!flag2)
				{
					foreach (KeyValuePair<Camera, VisorRainState> visorRainState in VisorRainStates)
					{
						visorRainState.Value.ForceStop();
						raindrop.Clear(visorRainState.Key);
					}
				}
				isRaining = flag2;
			}
			if (isRaining)
			{
				bool flag3 = true;
				foreach (VisorRainState value in VisorRainStates.Values)
				{
					value.Update();
					if (value.IsRainVisible)
					{
						flag3 = false;
					}
				}
				((VolumeParameter<bool>)(object)raindrop.enabled).value = !flag3;
			}
			foreach (Camera renderClear in renderClearList)
			{
				raindrop.Clear(renderClear);
			}
			renderClearList.Clear();
		}

		private void RimUpdate()
		{
			//IL_00ce: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_011d: Unknown result type (might be due to invalid IL or missing references)
			if (!VisorConfig.RimShow)
			{
				((Component)physicalVisor).gameObject.SetActive(false);
				((VolumeParameter<bool>)(object)visorRim.visible).value = false;
				return;
			}
			((VolumeParameter<bool>)(object)visorRim.visible).value = !player.isPlayerDead && !VisorConfig.RimPhysical;
			((Component)physicalVisor).gameObject.SetActive(((Component)player.localVisor).gameObject.activeInHierarchy && VisorConfig.RimPhysical && (!hideRimInTerminal || !player.inTerminalMenu));
			if (VisorConfig.RimPhysical)
			{
				physicalVisor.position = ((Component)player.gameplayCamera).transform.position;
				physicalVisor.rotation = player.localVisor.rotation;
				Vector3 localScale = default(Vector3);
				((Vector3)(ref localScale))..ctor(0.24f * (VisorConfig.RimStretch / 1.77f), 0.24f, 0.24f);
				physicalVisor.localScale = localScale;
				if (wasTerminalMenu != player.inTerminalMenu)
				{
					visorTerminalLerp = 0f;
					wasTerminalMenu = player.inTerminalMenu;
				}
				if (visorTerminalLerp < 1f)
				{
					float @float = physicalVisorMat.GetFloat(VisorFOV);
					@float = Mathf.Lerp(@float, player.inTerminalMenu ? 55f : 60f, 1f - Mathf.Pow(1f - visorTerminalLerp, 2f));
					physicalVisorMat.SetFloat(VisorFOV, @float);
				}
				visorTerminalLerp = Mathf.Min(1f, visorTerminalLerp + Time.deltaTime);
			}
			else if (player.isInHangarShipRoom)
			{
				float num = (player.inTerminalMenu ? visorRim.offset.min : visorRim.offset.max);
				((VolumeParameter<float>)(object)visorRim.offset).value = Mathf.MoveTowards(((VolumeParameter<float>)(object)visorRim.offset).value, num, 0.3f * Time.deltaTime);
			}
		}

		private void RemoveNullKeys()
		{
			Dictionary<Camera, VisorRainState> visorRainStates = VisorRainStates.Where((KeyValuePair<Camera, VisorRainState> pair) => pair.Key != null).ToDictionary((KeyValuePair<Camera, VisorRainState> pair) => pair.Key, (KeyValuePair<Camera, VisorRainState> pair) => pair.Value);
			VisorRainStates = visorRainStates;
		}
	}
	public class VisorRainState
	{
		private const float CeilingCheckInterval = 0.75f;

		private const float RaindropLifeTime = 1.5f;

		private readonly Camera camera;

		private readonly bool isPlayerView;

		public Vector3 Forward;

		public float Intensity;

		public bool IsRainVisible;

		private float timeSinceRaindrop;

		private float rainCheckTimer;

		private bool isRainOccluded;

		public VisorRainState(Camera camera)
		{
			this.camera = camera;
			isPlayerView = (Object)(object)camera == (Object)(object)GameNetworkManager.Instance.localPlayerController.gameplayCamera;
		}

		public void Update()
		{
			//IL_00a4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a9: Unknown result type (might be due to invalid IL or missing references)
			bool flag = isPlayerView && GameNetworkManager.Instance.localPlayerController.isPlayerDead;
			if (rainCheckTimer <= 0f)
			{
				if (isPlayerView)
				{
					isRainOccluded = GameNetworkManager.Instance.localPlayerController.isInsideFactory || LineCastForCeiling();
				}
				else
				{
					isRainOccluded = LineCastForCeiling();
				}
				rainCheckTimer = 0.75f;
			}
			timeSinceRaindrop = ((!isRainOccluded) ? 0f : (timeSinceRaindrop + Time.deltaTime));
			Forward = ((Component)camera).transform.forward;
			float num = (isPlayerView ? (1.5f + VisorConfig.RaindropDryTime * 2f) : 3f);
			bool flag2 = timeSinceRaindrop < num && !flag;
			if (IsRainVisible != flag2)
			{
				if (!flag2)
				{
					Visor.Instance.QueueRenderClear(camera);
				}
				IsRainVisible = flag2;
			}
			if (IsRainVisible)
			{
				Intensity = (isRainOccluded ? 0f : Mathf.Clamp01(Intensity + 2f * Time.deltaTime));
			}
			rainCheckTimer -= Time.deltaTime;
		}

		public void ForceStop()
		{
			IsRainVisible = false;
			Intensity = 0f;
		}

		private bool LineCastForCeiling()
		{
			//IL_000c: Unknown result type (might be due to invalid IL or missing references)
			//IL_001c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: Unknown result type (might be due to invalid IL or missing references)
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0030: Unknown result type (might be due to invalid IL or missing references)
			return Physics.Linecast(((Component)camera).transform.position, ((Component)camera).transform.position + Vector3.up * 100f, 256, (QueryTriggerInteraction)1);
		}
	}
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "ImmersiveVisor";

		public const string PLUGIN_NAME = "ImmersiveVisor";

		public const string PLUGIN_VERSION = "0.5.2";
	}
}
namespace Woecust.ImmersiveVisor.PostProcessing
{
	public class BackupFrameBufferPass : CustomPass
	{
		[Header("Output")]
		public RenderTexture outputRenderTexture;

		protected override bool executeInSceneView => true;

		protected override void Execute(CustomPassContext ctx)
		{
			//IL_0013: Unknown result type (might be due to invalid IL or missing references)
			//IL_0018: 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_001e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0024: Unknown result type (might be due to invalid IL or missing references)
			//IL_002f: Unknown result type (might be due to invalid IL or missing references)
			//IL_003a: 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_0045: Unknown result type (might be due to invalid IL or missing references)
			//IL_004b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0050: Unknown result type (might be due to invalid IL or missing references)
			if (!((Object)(object)outputRenderTexture == (Object)null))
			{
				Vector4 rtHandleScale = RTHandles.rtHandleProperties.rtHandleScale;
				ctx.cmd.Blit(RTHandle.op_Implicit(ctx.customColorBuffer.Value), RenderTargetIdentifier.op_Implicit((Texture)(object)outputRenderTexture), new Vector2(rtHandleScale.x, rtHandleScale.y), Vector2.zero, 0, 0);
			}
		}
	}
	public static class HDRPChanges
	{
		public static void Load()
		{
			try
			{
				Type type = typeof(HDRenderPipelineAsset).Assembly.GetType("UnityEngine.Rendering.HighDefinition.HDRenderPipelineGlobalSettings");
				PropertyInfo property = type.GetProperty("instance", BindingFlags.Static | BindingFlags.Public | BindingFlags.FlattenHierarchy);
				object value = property.GetValue(null);
				FieldInfo field = type.GetField("afterPostProcessCustomPostProcesses", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.FlattenHierarchy);
				List<string> list = (List<string>)field.GetValue(value);
				list.Add(typeof(VisorRim).AssemblyQualifiedName);
				field = type.GetField("beforePostProcessCustomPostProcesses", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.FlattenHierarchy);
				list = (List<string>)field.GetValue(value);
				list.Add(typeof(VisorRaindrop).AssemblyQualifiedName);
				list.Add(typeof(VisorCrack).AssemblyQualifiedName);
				list.Add(typeof(VisorBloodSplatter).AssemblyQualifiedName);
			}
			catch (Exception ex)
			{
				Plugin.Log.LogError((object)"Error while patching HDRP!");
				Plugin.Log.LogError((object)ex);
			}
		}
	}
	public class RaindropSolver
	{
		public struct RenderInfo
		{
			private int Width;

			private int Height;

			private int Scale;

			public int ScaledWidth;

			public int ScaledHeight;

			public RenderInfo(int width, int height, int scale)
			{
				Width = width;
				Height = height;
				Scale = scale;
				ScaledHeight = Mathf.CeilToInt((float)(520 * Scale) * 0.01f);
				ScaledWidth = Mathf.CeilToInt(520f * ((float)width / (float)height) * (float)Scale * 0.01f);
			}

			public bool Update(int width, int height, int scale)
			{
				bool result = Height != height || Width != width || Scale != scale;
				Width = width;
				Height = height;
				Scale = scale;
				ScaledHeight = Mathf.CeilToInt((float)(520 * Scale) * 0.01f);
				ScaledWidth = Mathf.CeilToInt(520f * ((float)width / (float)height) * (float)Scale * 0.01f);
				return result;
			}
		}

		private struct Particle
		{
			public float2 position;

			public float2 velocity;

			public float size;

			public float lifetime;

			public Particle(float2 _position)
			{
				//IL_0002: Unknown result type (might be due to invalid IL or missing references)
				//IL_0003: Unknown result type (might be due to invalid IL or missing references)
				//IL_0009: Unknown result type (might be due to invalid IL or missing references)
				//IL_000e: Unknown result type (might be due to invalid IL or missing references)
				position = _position;
				velocity = float2.zero;
				size = 0f;
				lifetime = 0f;
			}
		}

		private const int RenderHeight = 520;

		private static readonly int _bounds = Shader.PropertyToID("bounds");

		private static readonly int _particleSize = Shader.PropertyToID("particleSize");

		private static readonly int _smoothDistance = Shader.PropertyToID("smoothDistance");

		private static readonly int _timeStep = Shader.PropertyToID("timeStep");

		private static readonly int _gravity = Shader.PropertyToID("gravity");

		private static readonly int _staticTime = Shader.PropertyToID("staticTime");

		private static readonly int _dynamicTime = Shader.PropertyToID("dynamicTime");

		private static readonly int _staticLifetime = Shader.PropertyToID("staticLifetime");

		private static readonly int _lifeTimeMultiplier = Shader.PropertyToID("lifeTimeMultiplier");

		private static ComputeShader computeAsset;

		private readonly ComputeShader compute;

		private static int spawnStaticParticlesKernel;

		private static int spawnDynamicParticlesKernel;

		private static int staticApplyExternalForceKernel;

		private static int dynamicApplyExternalForceKernel;

		private static int drawRainTexKernel;

		private ComputeBuffer spawnTimesStaticBuffer;

		private ComputeBuffer spawnTimesDynamicBuffer;

		private ComputeBuffer staticParticlesBuffer;

		private ComputeBuffer dynamicParticlesBuffer;

		private const int StaticParticleCount = 384;

		private const int DynamicParticleCount = 8;

		private const float StaticTimerTimeStep = 0.0026041667f;

		private const float DynamicTimerTimeStep = 0.125f;

		public RenderInfo CurrentRenderInfo;

		public RenderTexture RainMap;

		private RenderTexture dropMap;

		private RenderTexture trailMap;

		private float staticTimer;

		private float dynamicTimer;

		private float deltaTime;

		public static void LoadAssets(AssetBundle assetBundle)
		{
			computeAsset = assetBundle.LoadAsset<ComputeShader>("Assets/Scripts/PostProcessing/Raindrop/Resources/CSRaindrop.compute");
		}

		public RaindropSolver(int scrWidth, int scrHeight, int renderScale)
		{
			compute = Object.Instantiate<ComputeShader>(computeAsset);
			CurrentRenderInfo = new RenderInfo(scrWidth, scrHeight, renderScale);
			spawnStaticParticlesKernel = compute.FindKernel("SpawnStaticParticles");
			spawnDynamicParticlesKernel = compute.FindKernel("SpawnDynamicParticles");
			staticApplyExternalForceKernel = compute.FindKernel("StaticApplyExternalForce");
			dynamicApplyExternalForceKernel = compute.FindKernel("DynamicApplyExternalForce");
			drawRainTexKernel = compute.FindKernel("DrawRainMask");
			SetRenderTextures(drawRainTexKernel);
			SetBuffers(spawnStaticParticlesKernel, spawnDynamicParticlesKernel, staticApplyExternalForceKernel, dynamicApplyExternalForceKernel, drawRainTexKernel);
		}

		private void SetRenderTextures(params int[] kernels)
		{
			//IL_0037: Unknown result type (might be due to invalid IL or missing references)
			//IL_003c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0044: Unknown result type (might be due to invalid IL or missing references)
			//IL_004c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0059: Expected O, but got Unknown
			//IL_009b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bd: Expected O, but got Unknown
			//IL_00ff: Unknown result type (might be due to invalid IL or missing references)
			//IL_0104: Unknown result type (might be due to invalid IL or missing references)
			//IL_010c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0114: Unknown result type (might be due to invalid IL or missing references)
			//IL_0121: Expected O, but got Unknown
			if ((Object)(object)dropMap != (Object)null)
			{
				dropMap.Release();
			}
			dropMap = new RenderTexture(CurrentRenderInfo.ScaledWidth, CurrentRenderInfo.ScaledHeight, 0, (RenderTextureFormat)28)
			{
				enableRandomWrite = true,
				autoGenerateMips = true,
				useMipMap = false
			};
			dropMap.Create();
			if ((Object)(object)trailMap != (Object)null)
			{
				trailMap.Release();
			}
			trailMap = new RenderTexture(CurrentRenderInfo.ScaledWidth, CurrentRenderInfo.ScaledHeight, 0, (RenderTextureFormat)28)
			{
				enableRandomWrite = true,
				autoGenerateMips = true,
				useMipMap = false
			};
			trailMap.Create();
			if ((Object)(object)RainMap != (Object)null)
			{
				RainMap.Release();
			}
			RainMap = new RenderTexture(CurrentRenderInfo.ScaledWidth, CurrentRenderInfo.ScaledHeight, 0, (RenderTextureFormat)28)
			{
				enableRandomWrite = true,
				autoGenerateMips = true,
				useMipMap = false
			};
			RainMap.Create();
			foreach (int num in kernels)
			{
				compute.SetTexture(num, "rainMap", (Texture)(object)RainMap);
				compute.SetTexture(num, "dropMap", (Texture)(object)dropMap);
				compute.SetTexture(num, "trailMap", (Texture)(object)trailMap);
			}
		}

		private void SetBuffers(params int[] kernels)
		{
			//IL_0064: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00da: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e4: Expected O, but got Unknown
			//IL_00f4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fe: Expected O, but got Unknown
			//IL_0112: Unknown result type (might be due to invalid IL or missing references)
			//IL_011c: Expected O, but got Unknown
			//IL_012c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0136: Expected O, but got Unknown
			int num = Marshal.SizeOf(typeof(Particle));
			Particle[] array = new Particle[384];
			Particle[] array2 = new Particle[8];
			staticTimer = -0.1f;
			dynamicTimer = -0.1f;
			float[] array3 = new float[384];
			for (int i = 0; i < 384; i++)
			{
				array3[i] = 0.0026041667f * (float)i;
				array[i] = new Particle(new float2(-9999f, -9999f));
			}
			float[] array4 = new float[8];
			for (int j = 0; j < 8; j++)
			{
				array4[j] = 0.125f * (float)j;
				array2[j] = new Particle(new float2(-9999f, -9999f));
			}
			staticParticlesBuffer = new ComputeBuffer(384, num);
			staticParticlesBuffer.SetData((Array)array);
			dynamicParticlesBuffer = new ComputeBuffer(8, num);
			dynamicParticlesBuffer.SetData((Array)array2);
			spawnTimesStaticBuffer = new ComputeBuffer(384, 4);
			spawnTimesStaticBuffer.SetData((Array)array3);
			spawnTimesDynamicBuffer = new ComputeBuffer(8, 4);
			spawnTimesDynamicBuffer.SetData((Array)array4);
			foreach (int num2 in kernels)
			{
				compute.SetBuffer(num2, "staticParticles", staticParticlesBuffer);
				compute.SetBuffer(num2, "dynamicParticles", dynamicParticlesBuffer);
				compute.SetBuffer(num2, "spawnTimesStatic", spawnTimesStaticBuffer);
				compute.SetBuffer(num2, "spawnTimesDynamic", spawnTimesDynamicBuffer);
			}
			compute.SetInt("numStatic", 384);
			compute.SetInt("numDynamic", 8);
		}

		public void UpdateProperties(float intensity, int2 renderSize, int renderScale, float particleSize, float smoothDistance, int staticDropRate, int dynamicDropRate, float staticDropLifetime, float dryTime, float3 headForward, float travelTime)
		{
			//IL_0007: 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)
			//IL_0036: Unknown result type (might be due to invalid IL or missing references)
			//IL_003b: Unknown result type (might be due to invalid IL or missing references)
			//IL_003d: Unknown result type (might be due to invalid IL or missing references)
			if (CurrentRenderInfo.Update(renderSize.x, renderSize.y, renderScale))
			{
				SetRenderTextures(drawRainTexKernel);
			}
			float num = Vector3.Dot(Vector3.up, float3.op_Implicit(headForward));
			float num2 = ((num < -0.5f) ? 0f : 1f);
			float num3 = num2 * ((num > 0.8f) ? 0f : 1f);
			float num4 = ((num2 * intensity > 0f) ? 1f : (staticDropLifetime / dryTime));
			staticTimer += Time.deltaTime * 0.0026041667f * intensity * (float)staticDropRate * num2;
			dynamicTimer += Time.deltaTime * 0.125f * intensity * (float)dynamicDropRate * num3;
			deltaTime += (Time.unscaledDeltaTime - deltaTime) * 0.1f;
			compute.SetFloats(_bounds, new float[2] { CurrentRenderInfo.ScaledWidth, CurrentRenderInfo.ScaledHeight });
			compute.SetFloat(_particleSize, particleSize);
			compute.SetFloat(_smoothDistance, smoothDistance);
			compute.SetFloat(_staticTime, staticTimer);
			compute.SetFloat(_dynamicTime, dynamicTimer);
			compute.SetFloat(_timeStep, Time.deltaTime);
			compute.SetFloat(_staticLifetime, staticDropLifetime);
			compute.SetFloat(_lifeTimeMultiplier, num4);
			compute.SetFloat(_gravity, (float)(-CurrentRenderInfo.ScaledHeight) / travelTime);
		}

		public void CalcRainMap()
		{
			ComputeDispatch(spawnStaticParticlesKernel, 384);
			ComputeDispatch(spawnDynamicParticlesKernel, 8);
			ComputeDispatch(staticApplyExternalForceKernel, 384);
			ComputeDispatch(dynamicApplyExternalForceKernel, 8);
			ComputeDispatch(drawRainTexKernel, dropMap);
		}

		public void ClearRenderTextures()
		{
			VisorPostProcessingHelper.ClearOutRenderTexture(RainMap);
			VisorPostProcessingHelper.ClearOutRenderTexture(trailMap);
			VisorPostProcessingHelper.ClearOutRenderTexture(dropMap);
		}

		public void Release()
		{
			spawnTimesStaticBuffer.Release();
			spawnTimesDynamicBuffer.Release();
			staticParticlesBuffer.Release();
			dynamicParticlesBuffer.Release();
		}

		private void ComputeDispatch(int kernel, int length)
		{
			//IL_0003: 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_0012: Unknown result type (might be due to invalid IL or missing references)
			int3 threadGroups = GetThreadGroups(kernel);
			compute.Dispatch(kernel, Mathf.CeilToInt((float)length / (float)threadGroups.x), 1, 1);
		}

		private void ComputeDispatch(int kernel, RenderTexture texture)
		{
			//IL_0003: 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_0017: Unknown result type (might be due to invalid IL or missing references)
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			int3 threadGroups = GetThreadGroups(kernel);
			compute.Dispatch(kernel, Mathf.CeilToInt((float)((Texture)texture).width / (float)threadGroups.x), Mathf.CeilToInt((float)((Texture)texture).height / (float)threadGroups.y), 1);
		}

		private int3 GetThreadGroups(int kernel)
		{
			//IL_0017: Unknown result type (might be due to invalid IL or missing references)
			//IL_001c: Unknown result type (might be due to invalid IL or missing references)
			//IL_001f: Unknown result type (might be due to invalid IL or missing references)
			uint num = default(uint);
			uint num2 = default(uint);
			uint num3 = default(uint);
			compute.GetKernelThreadGroupSizes(kernel, ref num, ref num2, ref num3);
			return new int3((int)num, (int)num2, (int)num3);
		}
	}
	public static class ShaderLoader
	{
		public static Shader DrawRaindropsShader;

		public static Shader GaussianBlurImageShader;

		public static Shader LevelImageShader;

		public static Shader DrawScreenShader;

		public static Shader DrawVisorCrackShader;

		public static Shader RimShader;

		public static Shader DrawBloodShader;

		public static Shader DrawBloodCanvasShader;

		public static Texture Level1Color;

		public static Texture Level2Color;

		public static Texture Level1Normal;

		public static Texture Level2Normal;

		public static Texture bloodRound0;

		public static Texture bloodRound1;

		public static Texture bloodRound2;

		public static Texture bloodRound3;

		public static void LoadAssets(AssetBundle assetBundle)
		{
			DrawRaindropsShader = assetBundle.LoadAsset<Shader>("Assets/Scripts/PostProcessing/Raindrop/Shaders/DrawRaindrops.shader");
			GaussianBlurImageShader = assetBundle.LoadAsset<Shader>("Assets/Scripts/PostProcessing/Raindrop/Shaders/GaussianBlurImage.shader");
			LevelImageShader = assetBundle.LoadAsset<Shader>("Assets/Scripts/PostProcessing/Raindrop/Shaders/LevelImage.shader");
			DrawScreenShader = assetBundle.LoadAsset<Shader>("Assets/Scripts/PostProcessing/Raindrop/Shaders/DrawScreen.shader");
			RimShader = assetBundle.LoadAsset<Shader>("Assets/Scripts/PostProcessing/VisorRim/Shaders/VisorRim.shader");
			DrawBloodShader = assetBundle.LoadAsset<Shader>("Assets/Scripts/PostProcessing/BloodSplatter/Shaders/DrawVisorBlood.shader");
			DrawBloodCanvasShader = assetBundle.LoadAsset<Shader>("Assets/Scripts/PostProcessing/BloodSplatter/Shaders/DrawBloodOnCanvas.shader");
			DrawVisorCrackShader = assetBundle.LoadAsset<Shader>("Assets/Scripts/PostProcessing/VisorCrack/Shaders/DrawVisorCrack.shader");
			Level1Color = assetBundle.LoadAsset<Texture>("Assets/Textures/Cracks/cracks_left_color.png");
			Level2Color = assetBundle.LoadAsset<Texture>("Assets/Textures/Cracks/cracks_right_color.png");
			Level1Normal = assetBundle.LoadAsset<Texture>("Assets/Textures/Cracks/cracks_left_normal.png");
			Level2Normal = assetBundle.LoadAsset<Texture>("Assets/Textures/Cracks/cracks_right_normal.png");
			bloodRound0 = assetBundle.LoadAsset<Texture>("Assets/Textures/BloodDecals/Splatter_round_0.png");
			bloodRound1 = assetBundle.LoadAsset<Texture>("Assets/Textures/BloodDecals/Splatter_round_1.png");
			bloodRound2 = assetBundle.LoadAsset<Texture>("Assets/Textures/BloodDecals/Splatter_round_2.png");
			bloodRound3 = assetBundle.LoadAsset<Texture>("Assets/Textures/BloodDecals/Splatter_round_3.png");
		}
	}
	public static class ShaderParams
	{
		public static readonly int MainTex = Shader.PropertyToID("_MainTex");

		public static readonly int CullMask = Shader.PropertyToID("_CullMask");

		public static readonly int PixelSize = Shader.PropertyToID("_PixelSize");

		public static readonly int Opacity = Shader.PropertyToID("_Opacity");

		public static readonly int Offset = Shader.PropertyToID("_Offset");

		public static readonly int AspectRatio = Shader.PropertyToID("_AspectRatio");

		public static readonly int Mode = Shader.PropertyToID("_ViewMode");

		public static readonly int LifeTime = Shader.PropertyToID("_LifeTime");

		public static readonly int Distortion = Shader.PropertyToID("_Distortion");

		public static readonly int OutBlack = Shader.PropertyToID("_OutBlack");

		public static readonly int OutWhite = Shader.PropertyToID("_OutWhite");

		public static readonly int InWhite = Shader.PropertyToID("_InWhite");

		public static readonly int InBlack = Shader.PropertyToID("_InBlack");

		public static readonly int Level1Color = Shader.PropertyToID("_Level1Color");

		public static readonly int Level2Color = Shader.PropertyToID("_Level2Color");

		public static readonly int Level1Normal = Shader.PropertyToID("_Level1Normal");

		public static readonly int Level2Normal = Shader.PropertyToID("_Level2Normal");

		public static readonly int CrackLevel = Shader.PropertyToID("_CrackLevel");

		public static readonly int RainTex = Shader.PropertyToID("_RainTex");

		public static readonly int RainTexTexelSize = Shader.PropertyToID("_RainTex_TexelSize");

		public static readonly int Specular = Shader.PropertyToID("_Specular");

		public static readonly int Shadow = Shader.PropertyToID("_Shadow");

		public static readonly int BloodDecal = Shader.PropertyToID("_Decal");

		public static readonly int BloodEraser = Shader.PropertyToID("_Eraser");

		public static readonly int PositionX = Shader.PropertyToID("_PositionX");

		public static readonly int PositionY = Shader.PropertyToID("_PositionY");

		public static readonly int Rotation = Shader.PropertyToID("_Rotation");

		public static readonly int DecalSize = Shader.PropertyToID("_DecalSize");

		public static readonly int FadeOut = Shader.PropertyToID("_FadeOut");

		public static readonly int DecalCanvas = Shader.PropertyToID("_DecalCanvas");

		public static readonly int DecalColor = Shader.PropertyToID("_DecalColor");

		public static readonly int DrawNew = Shader.PropertyToID("_DrawNew");
	}
	public static class VisorPostProcessingHelper
	{
		private const float MaxSplatDistance = 3f;

		private const float Randomness = 0.1f;

		public static Camera PlayerCamera;

		private static RenderTexture visorRimMask;

		private static RenderTexture raindropMask;

		private static Vector2 lastSplatPosition;

		private static bool splatQueued;

		private static bool wipeQueued;

		public static void Blur(CommandBuffer cmd, RenderTexture target, Material blurMat)
		{
			//IL_0014: Unknown result type (might be due to invalid IL or missing references)
			//IL_0032: Unknown result type (might be due to invalid IL or missing references)
			//IL_0040: Unknown result type (might be due to invalid IL or missing references)
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_0083: Unknown result type (might be due to invalid IL or missing references)
			RenderTexture val = RenderTexture.GetTemporary(((Texture)target).width, ((Texture)target).height, target.depth, target.format);
			RenderTexture val2 = RenderTexture.GetTemporary(((Texture)target).width, ((Texture)target).height, target.depth, target.format);
			cmd.Blit((Texture)(object)target, RenderTargetIdentifier.op_Implicit((Texture)(object)val));
			for (int i = 0; i < 3; i++)
			{
				val2.DiscardContents();
				((Texture)val).filterMode = (FilterMode)1;
				cmd.Blit((Texture)(object)val, RenderTargetIdentifier.op_Implicit((Texture)(object)val2), blurMat, i);
				RenderTexture obj = val2;
				val2 = val;
				val = obj;
			}
			cmd.Blit((Texture)(object)val, RenderTargetIdentifier.op_Implicit((Texture)(object)target));
			RenderTexture.ReleaseTemporary(val);
			RenderTexture.ReleaseTemporary(val2);
		}

		public static void RequestSplat(Vector3 bloodSource, float forcedRandomness = 0.1f)
		{
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0010: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: Unknown result type (might be due to invalid IL or missing references)
			//IL_0026: Unknown result type (might be due to invalid IL or missing references)
			//IL_0031: Unknown result type (might be due to invalid IL or missing references)
			//IL_0036: Unknown result type (might be due to invalid IL or missing references)
			//IL_003b: Unknown result type (might be due to invalid IL or missing references)
			//IL_003e: Unknown result type (might be due to invalid IL or missing references)
			//IL_007b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bc: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fb: Unknown result type (might be due to invalid IL or missing references)
			float num = Vector3.Distance(((Component)PlayerCamera).transform.position, bloodSource);
			Vector3 forward = ((Component)PlayerCamera).transform.forward;
			Vector3 val = bloodSource - ((Component)PlayerCamera).transform.position;
			float num2 = Vector3.Dot(forward, ((Vector3)(ref val)).normalized);
			bool flag = num <= 3f && num2 >= -0.2f;
			Plugin.Log.LogInfo((object)$"Blood splat requested - {flag} - Source : {bloodSource} - Distance : {num} - Dot : {num2}");
			if (flag)
			{
				splatQueued = true;
				lastSplatPosition = Vector2.op_Implicit(PlayerCamera.WorldToViewportPoint(bloodSource));
				lastSplatPosition += new Vector2((Random.value * 2f - 1f) * forcedRandomness, (Random.value * 2f - 1f) * forcedRandomness);
			}
		}

		public static (bool, Vector2) CheckSplat()
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			//IL_0040: Unknown result type (might be due to invalid IL or missing references)
			//IL_0045: Unknown result type (might be due to invalid IL or missing references)
			//IL_0025: Unknown result type (might be due to invalid IL or missing references)
			(bool, Vector2) result = (splatQueued, lastSplatPosition);
			if (result.Item1)
			{
				Plugin.Log.LogInfo((object)$"Blood splat checked true: {lastSplatPosition}");
			}
			splatQueued = false;
			lastSplatPosition = Vector2.zero;
			return result;
		}

		public static void RequestWipe()
		{
			wipeQueued = true;
		}

		public static void CheckBloodWipe(RenderTexture decalCanvas)
		{
			if (wipeQueued)
			{
				ClearOutRenderTexture(decalCanvas);
				wipeQueued = false;
			}
		}

		public static void ClearOutRenderTexture(RenderTexture renderTexture)
		{
			//IL_0010: Unknown result type (might be due to invalid IL or missing references)
			RenderTexture active = RenderTexture.active;
			RenderTexture.active = renderTexture;
			GL.Clear(true, true, Color.clear);
			RenderTexture.active = active;
		}

		public static void BlitRaindropMask(CommandBuffer cmd, RenderTexture texture)
		{
			//IL_0028: Unknown result type (might be due to invalid IL or missing references)
			//IL_0017: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: Expected O, but got Unknown
			if (raindropMask == null)
			{
				raindropMask = new RenderTexture(((Texture)texture).width, ((Texture)texture).height, 0, (RenderTextureFormat)28);
			}
			cmd.Blit((Texture)(object)texture, RenderTargetIdentifier.op_Implicit((Texture)(object)raindropMask));
		}

		public static RenderTexture GetRaindropMask()
		{
			return raindropMask;
		}

		public static RenderTexture GetVisorRimMask()
		{
			//IL_0018: Unknown result type (might be due to invalid IL or missing references)
			//IL_0022: Expected O, but got Unknown
			if (visorRimMask == null)
			{
				visorRimMask = new RenderTexture(Screen.width / 2, Screen.height / 2, (GraphicsFormat)8, (GraphicsFormat)0);
			}
			return visorRimMask;
		}
	}
	[Serializable]
	[VolumeComponentMenu("Post-processing/Custom/VisorBloodSplatter")]
	public sealed class VisorBloodSplatter : CustomPostProcessVolumeComponent, IPostProcessComponent
	{
		[Tooltip("Controls the intensity of the effect.")]
		public BoolParameter enabled = new BoolParameter(false, false);

		public ColorParameter color = new ColorParameter(new Color(0.3679245f, 0f, 0f, 1f), false);

		public ClampedFloatParameter maxOpacity = new ClampedFloatParameter(0.8f, 0f, 1f, false);

		public FloatParameter fadeOut = new FloatParameter(3f, false);

		public FloatParameter lifeTime = new FloatParameter(5f, false);

		public FloatParameter size = new FloatParameter(1.4f, false);

		public IntParameter pixelated = new IntParameter(0, false);

		private Material bloodMat;

		private Material canvasMat;

		private Material drawScreenMat;

		private bool allMatLoaded;

		private Texture[] splatters;

		private RenderTexture decalCanvas;

		public override CustomPostProcessInjectionPoint injectionPoint => (CustomPostProcessInjectionPoint)1;

		public bool IsActive()
		{
			return allMatLoaded && ((VolumeParameter<bool>)(object)enabled).value && Application.isPlaying && GameNetworkManager.Instance.localPlayerController != null;
		}

		public override void Setup()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Expected O, but got Unknown
			//IL_0017: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: Expected O, but got Unknown
			//IL_0027: Unknown result type (might be due to invalid IL or missing references)
			//IL_0031: Expected O, but got Unknown
			bloodMat = new Material(ShaderLoader.DrawBloodShader);
			canvasMat = new Material(ShaderLoader.DrawBloodCanvasShader);
			drawScreenMat = new Material(ShaderLoader.DrawScreenShader);
			allMatLoaded = (Object)(object)bloodMat != (Object)null && (((Object)(object)canvasMat != (Object)null) & ((Object)(object)drawScreenMat != (Object)null));
		}

		public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
		{
			//IL_013e: Unknown result type (might be due to invalid IL or missing references)
			//IL_015a: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cb: Expected O, but got Unknown
			//IL_0221: Unknown result type (might be due to invalid IL or missing references)
			//IL_023a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0284: Unknown result type (might be due to invalid IL or missing references)
			if (!IsActive())
			{
				return;
			}
			bool flag = (Object)(object)camera.camera == (Object)(object)GameNetworkManager.Instance.localPlayerController.gameplayCamera;
			if (camera.camera.targetTexture == null || !flag)
			{
				drawScreenMat.SetTexture(ShaderParams.MainTex, RTHandle.op_Implicit(source));
				HDUtils.DrawFullScreen(cmd, drawScreenMat, destination, (MaterialPropertyBlock)null, 0);
				return;
			}
			if (splatters == null)
			{
				splatters = (Texture[])(object)new Texture[4]
				{
					ShaderLoader.bloodRound0,
					ShaderLoader.bloodRound1,
					ShaderLoader.bloodRound2,
					ShaderLoader.bloodRound3
				};
			}
			if (decalCanvas == null)
			{
				decalCanvas = new RenderTexture(Screen.width, Screen.height, 0, (RenderTextureFormat)23, (RenderTextureReadWrite)1);
			}
			RenderTexture temporary = RenderTexture.GetTemporary(((Texture)decalCanvas).width, ((Texture)decalCanvas).height, 0, (RenderTextureFormat)23, (RenderTextureReadWrite)1);
			(bool, Vector2) tuple = VisorPostProcessingHelper.CheckSplat();
			VisorPostProcessingHelper.CheckBloodWipe(decalCanvas);
			canvasMat.SetTexture(ShaderParams.BloodDecal, splatters[Random.Range(0, 3)]);
			canvasMat.SetTexture(ShaderParams.BloodEraser, (Texture)(object)VisorPostProcessingHelper.GetRaindropMask());
			canvasMat.SetFloat(ShaderParams.PositionX, tuple.Item2.x);
			canvasMat.SetFloat(ShaderParams.PositionY, tuple.Item2.y);
			canvasMat.SetFloat(ShaderParams.Rotation, Random.value * 360f);
			canvasMat.SetFloat(ShaderParams.Opacity, ((VolumeParameter<float>)(object)maxOpacity).value);
			canvasMat.SetFloat(ShaderParams.DecalSize, 1f / ((VolumeParameter<float>)(object)size).value);
			canvasMat.SetFloat(ShaderParams.FadeOut, ((VolumeParameter<float>)(object)fadeOut).value);
			canvasMat.SetFloat(ShaderParams.LifeTime, ((VolumeParameter<float>)(object)lifeTime).value);
			canvasMat.SetInt(ShaderParams.DrawNew, tuple.Item1 ? 1 : 0);
			cmd.Blit((Texture)(object)decalCanvas, RenderTargetIdentifier.op_Implicit((Texture)(object)temporary), canvasMat);
			cmd.Blit((Texture)(object)temporary, RenderTargetIdentifier.op_Implicit((Texture)(object)decalCanvas));
			bloodMat.SetTexture(ShaderParams.MainTex, RTHandle.op_Implicit(source));
			bloodMat.SetTexture(ShaderParams.DecalCanvas, (Texture)(object)decalCanvas);
			bloodMat.SetColor(ShaderParams.DecalColor, ((VolumeParameter<Color>)(object)color).value);
			bloodMat.SetInt(ShaderParams.PixelSize, ((VolumeParameter<int>)(object)pixelated).value);
			HDUtils.DrawFullScreen(cmd, bloodMat, destination, (MaterialPropertyBlock)null, 0);
			RenderTexture.ReleaseTemporary(temporary);
		}

		public override void Cleanup()
		{
			CoreUtils.Destroy((Object)(object)bloodMat);
			CoreUtils.Destroy((Object)(object)canvasMat);
		}
	}
	[Serializable]
	[VolumeComponentMenu("Post-processing/Custom/VisorCrack")]
	public sealed class VisorCrack : CustomPostProcessVolumeComponent, IPostProcessComponent
	{
		[Tooltip("Controls the intensity of the effect.")]
		public BoolParameter enabled = new BoolParameter(false, false);

		public ClampedIntParameter crackLevel = new ClampedIntParameter(0, 0, 2, false);

		public ClampedFloatParameter colorOpacity = new ClampedFloatParameter(0f, 0f, 1f, false);

		public ClampedFloatParameter distortion = new ClampedFloatParameter(0.2f, 0f, 1f, false);

		public IntParameter pixelated = new IntParameter(0, false);

		public ViewModeParameter viewMode = new ViewModeParameter(ViewMode.Image);

		private Material crackMat;

		private Material drawScreenMat;

		private bool allMatLoaded;

		public override CustomPostProcessInjectionPoint injectionPoint => (CustomPostProcessInjectionPoint)1;

		public bool IsActive()
		{
			return allMatLoaded && ((VolumeParameter<bool>)(object)enabled).value && ((VolumeParameter<int>)(object)crackLevel).value > 0 && GameNetworkManager.Instance.localPlayerController != null;
		}

		public override void Setup()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Expected O, but got Unknown
			//IL_0017: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: Expected O, but got Unknown
			crackMat = new Material(ShaderLoader.DrawVisorCrackShader);
			drawScreenMat = new Material(ShaderLoader.DrawScreenShader);
			allMatLoaded = (Object)(object)crackMat != (Object)null && (Object)(object)drawScreenMat != (Object)null;
		}

		public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
		{
			if (IsActive())
			{
				bool flag = (Object)(object)camera.camera == (Object)(object)GameNetworkManager.Instance.localPlayerController.gameplayCamera;
				if (camera.camera.targetTexture == null || !flag)
				{
					drawScreenMat.SetTexture(ShaderParams.MainTex, RTHandle.op_Implicit(source));
					HDUtils.DrawFullScreen(cmd, drawScreenMat, destination, (MaterialPropertyBlock)null, 0);
					return;
				}
				crackMat.SetTexture(ShaderParams.MainTex, RTHandle.op_Implicit(source));
				crackMat.SetTexture(ShaderParams.Level1Color, ShaderLoader.Level1Color);
				crackMat.SetTexture(ShaderParams.Level2Color, ShaderLoader.Level2Color);
				crackMat.SetTexture(ShaderParams.Level1Normal, ShaderLoader.Level1Normal);
				crackMat.SetTexture(ShaderParams.Level2Normal, ShaderLoader.Level2Normal);
				crackMat.SetFloat(ShaderParams.PixelSize, (float)((VolumeParameter<int>)(object)pixelated).value);
				crackMat.SetFloat(ShaderParams.Opacity, ((VolumeParameter<float>)(object)colorOpacity).value);
				crackMat.SetFloat(ShaderParams.Distortion, ((VolumeParameter<float>)(object)distortion).value);
				crackMat.SetInt(ShaderParams.Mode, (int)((VolumeParameter<ViewMode>)viewMode).value);
				crackMat.SetInt(ShaderParams.CrackLevel, ((VolumeParameter<int>)(object)crackLevel).value);
				HDUtils.DrawFullScreen(cmd, crackMat, destination, (MaterialPropertyBlock)null, 0);
			}
		}

		public override void Cleanup()
		{
			CoreUtils.Destroy((Object)(object)crackMat);
			CoreUtils.Destroy((Object)(object)drawScreenMat);
		}
	}
	[Serializable]
	[VolumeComponentMenu("Post-processing/Custom/VisorRaindrop")]
	public sealed class VisorRaindrop : CustomPostProcessVolumeComponent, IPostProcessComponent
	{
		[Header("General")]
		public BoolParameter enabled = new BoolParameter(false, false);

		public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f, false);

		public ViewModeParameter viewMode = new ViewModeParameter(ViewMode.Image);

		[Header("Spawn Settings")]
		public ClampedIntParameter staticDropRate = new ClampedIntParameter(128, 0, 128, false);

		public ClampedIntParameter dynamicDropRate = new ClampedIntParameter(1, 0, 8, false);

		public ClampedFloatParameter staticDropLifetime = new ClampedFloatParameter(1.5f, 0.1f, 2f, false);

		public ClampedFloatParameter travelTime = new ClampedFloatParameter(1.1f, 0.1f, 1.25f, false);

		public FloatParameter dryTime = new FloatParameter(1f, false);

		[Header("Render Settings")]
		public ClampedIntParameter renderScale = new ClampedIntParameter(50, 10, 100, false);

		public MinIntParameter pixelated = new MinIntParameter(0, 0, false);

		public BoolParameter specular = new BoolParameter(true, false);

		public BoolParameter shadow = new BoolParameter(true, false);

		public FloatParameter distortion = new FloatParameter(0.2f, false);

		public ClampedFloatParameter particleSize = new ClampedFloatParameter(0.018f, 0f, 0.1f, false);

		public ClampedFloatParameter smoothDistance = new ClampedFloatParameter(0.032f, 0f, 0.1f, false);

		[Header("Level Height")]
		public ClampedFloatParameter inBlack = new ClampedFloatParameter(100f, 0f, 255f, false);

		public ClampedFloatParameter inWhite = new ClampedFloatParameter(255f, 0f, 255f, false);

		public ClampedFloatParameter outWhite = new ClampedFloatParameter(220f, 0f, 255f, false);

		public ClampedFloatParameter outBlack = new ClampedFloatParameter(6f, 0f, 255f, false);

		private bool allMatLoaded;

		private Material drawRaindropsMat;

		private Material blurMat;

		private Material levelMat;

		private Material drawScreenMat;

		private Dictionary<Camera, RaindropSolver> solvers;

		public override CustomPostProcessInjectionPoint injectionPoint => (CustomPostProcessInjectionPoint)1;

		public bool IsActive()
		{
			return allMatLoaded && ((VolumeParameter<bool>)(object)enabled).value && Application.isPlaying && GameNetworkManager.Instance.localPlayerController != null;
		}

		public override void Setup()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Expected O, but got Unknown
			//IL_0017: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: Expected O, but got Unknown
			//IL_0027: Unknown result type (might be due to invalid IL or missing references)
			//IL_0031: Expected O, but got Unknown
			//IL_0037: Unknown result type (might be due to invalid IL or missing references)
			//IL_0041: Expected O, but got Unknown
			drawRaindropsMat = new Material(ShaderLoader.DrawRaindropsShader);
			blurMat = new Material(ShaderLoader.GaussianBlurImageShader);
			levelMat = new Material(ShaderLoader.LevelImageShader);
			drawScreenMat = new Material(ShaderLoader.DrawScreenShader);
			allMatLoaded = (Object)(object)drawRaindropsMat != (Object)null && (Object)(object)blurMat != (Object)null && (Object)(object)levelMat != (Object)null && (Object)(object)drawScreenMat != (Object)null;
		}

		public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
		{
			//IL_019c: Unknown result type (might be due to invalid IL or missing references)
			//IL_01a1: Unknown result type (might be due to invalid IL or missing references)
			//IL_0239: Unknown result type (might be due to invalid IL or missing references)
			//IL_026a: Unknown result type (might be due to invalid IL or missing references)
			//IL_026b: Unknown result type (might be due to invalid IL or missing references)
			//IL_01d3: Unknown result type (might be due to invalid IL or missing references)
			//IL_021c: Unknown result type (might be due to invalid IL or missing references)
			//IL_021d: Unknown result type (might be due to invalid IL or missing references)
			//IL_02c3: Unknown result type (might be due to invalid IL or missing references)
			//IL_0352: Unknown result type (might be due to invalid IL or missing references)
			//IL_03dc: Unknown result type (might be due to invalid IL or missing references)
			if (!IsActive())
			{
				return;
			}
			bool flag = (Object)(object)camera.camera == (Object)(object)GameNetworkManager.Instance.localPlayerController.gameplayCamera;
			if (camera.camera.targetTexture == null || (VisorConfig.RaindropOnlyMainCam && !flag))
			{
				drawScreenMat.SetTexture(ShaderParams.MainTex, RTHandle.op_Implicit(source));
				HDUtils.DrawFullScreen(cmd, drawScreenMat, destination, (MaterialPropertyBlock)null, 0);
				return;
			}
			if (solvers == null)
			{
				solvers = new Dictionary<Camera, RaindropSolver>();
			}
			if (!solvers.TryGetValue(camera.camera, out var value))
			{
				RenderTexture targetTexture = camera.camera.targetTexture;
				int num = ((VolumeParameter<int>)(object)renderScale).value;
				if ((Object)(object)camera.camera != (Object)(object)GameNetworkManager.Instance.localPlayerController.gameplayCamera)
				{
					num = 25;
				}
				value = new RaindropSolver(((Texture)targetTexture).width, ((Texture)targetTexture).height, num);
				solvers.Add(camera.camera, value);
				Visor.Instance.AddCamera(camera.camera);
				Plugin.Log.LogInfo((object)$"New RaindropSolver instance created : {((Object)camera.camera).name} - {((Texture)targetTexture).width} / {((Texture)targetTexture).height}");
			}
			float num2 = Visor.Instance.VisorRainStates[camera.camera].Intensity * VisorConfig.RaindropIntensity;
			Vector3 forward = Visor.Instance.VisorRainStates[camera.camera].Forward;
			int2 renderSize = default(int2);
			((int2)(ref renderSize))..ctor(((Texture)camera.camera.targetTexture).width, ((Texture)camera.camera.targetTexture).height);
			if (flag)
			{
				value.UpdateProperties(num2, renderSize, ((VolumeParameter<int>)(object)renderScale).value, ((VolumeParameter<float>)(object)particleSize).value, ((VolumeParameter<float>)(object)smoothDistance).value, ((VolumeParameter<int>)(object)staticDropRate).value, ((VolumeParameter<int>)(object)dynamicDropRate).value, 1f, ((VolumeParameter<float>)(object)dryTime).value, float3.op_Implicit(forward), ((VolumeParameter<float>)(object)travelTime).value);
			}
			else
			{
				value.UpdateProperties(num2, renderSize, 16, 0.02f, 0.04f, 32, ((VolumeParameter<int>)(object)dynamicDropRate).value, ((VolumeParameter<float>)(object)staticDropLifetime).value, ((VolumeParameter<float>)(object)dryTime).value, float3.op_Implicit(forward), 1f);
			}
			value.CalcRainMap();
			int scaledWidth = value.CurrentRenderInfo.ScaledWidth;
			int scaledHeight = value.CurrentRenderInfo.ScaledHeight;
			RenderTexture temporary = RenderTexture.GetTemporary(scaledWidth, scaledHeight, 0, (RenderTextureFormat)28);
			RenderTexture temporary2 = RenderTexture.GetTemporary(scaledWidth, scaledHeight, 0, (RenderTextureFormat)28, (RenderTextureReadWrite)1);
			cmd.Blit((Texture)(object)value.RainMap, RenderTargetIdentifier.op_Implicit((Texture)(object)temporary));
			VisorPostProcessingHelper.Blur(cmd, temporary, blurMat);
			levelMat.SetFloat(ShaderParams.InBlack, ((VolumeParameter<float>)(object)inBlack).value);
			levelMat.SetFloat(ShaderParams.InWhite, ((VolumeParameter<float>)(object)inWhite).value);
			levelMat.SetFloat(ShaderParams.OutWhite, ((VolumeParameter<float>)(object)outWhite).value);
			levelMat.SetFloat(ShaderParams.OutBlack, ((VolumeParameter<float>)(object)outBlack).value);
			cmd.Blit((Texture)(object)temporary, RenderTargetIdentifier.op_Implicit((Texture)(object)temporary2), levelMat);
			if (VisorConfig.BloodShow)
			{
				VisorPostProcessingHelper.BlitRaindropMask(cmd, temporary2);
			}
			drawRaindropsMat.SetTexture(ShaderParams.MainTex, RTHandle.op_Implicit(source));
			drawRaindropsMat.SetTexture(ShaderParams.RainTex, (Texture)(object)temporary2);
			drawRaindropsMat.SetTexture(ShaderParams.CullMask, (Texture)(object)VisorPostProcessingHelper.GetVisorRimMask());
			drawRaindropsMat.SetVector(ShaderParams.RainTexTexelSize, new Vector4((float)((Texture)temporary2).width, (float)((Texture)temporary2).height, 0f, 0f));
			drawRaindropsMat.SetFloat(ShaderParams.Distortion, ((VolumeParameter<float>)(object)distortion).value);
			drawRaindropsMat.SetFloat(ShaderParams.PixelSize, (float)((VolumeParameter<int>)(object)pixelated).value);
			drawRaindropsMat.SetInt(ShaderParams.Mode, (int)((VolumeParameter<ViewMode>)viewMode).value);
			drawRaindropsMat.SetInt(ShaderParams.Specular, ((VolumeParameter<bool>)(object)specular).value ? 1 : 0);
			drawRaindropsMat.SetInt(ShaderParams.Shadow, ((VolumeParameter<bool>)(object)shadow).value ? 1 : 0);
			HDUtils.DrawFullScreen(cmd, drawRaindropsMat, destination, (MaterialPropertyBlock)null, 0);
			RenderTexture.ReleaseTemporary(temporary);
			RenderTexture.ReleaseTemporary(temporary2);
		}

		public void Clear(Camera camera)
		{
			if (solvers != null && solvers.TryGetValue(camera, out var value))
			{
				value.ClearRenderTextures();
			}
		}

		public override void Cleanup()
		{
			if (solvers != null)
			{
				foreach (RaindropSolver value in solvers.Values)
				{
					value.Release();
				}
				solvers.Clear();
			}
			CoreUtils.Destroy((Object)(object)drawRaindropsMat);
			CoreUtils.Destroy((Object)(object)blurMat);
			CoreUtils.Destroy((Object)(object)levelMat);
			CoreUtils.Destroy((Object)(object)drawScreenMat);
		}
	}
	public enum ViewMode
	{
		Image,
		Normal,
		Height
	}
	[Serializable]
	public sealed class ViewModeParameter : VolumeParameter<ViewMode>
	{
		public ViewModeParameter(ViewMode value, bool overrideState = false)
			: base(value, overrideState)
		{
		}
	}
	[Serializable]
	[VolumeComponentMenu("Post-processing/Custom/VisorRim")]
	public sealed class VisorRim : CustomPostProcessVolumeComponent, IPostProcessComponent
	{
		public BoolParameter visible = new BoolParameter(false, false);

		public ClampedFloatParameter offset = new ClampedFloatParameter(0f, -0.055f, 0f, false);

		public ClampedFloatParameter opacity = new ClampedFloatParameter(0.8f, 0f, 1f, false);

		private Material rimMat;

		private Material drawScreenMat;

		private bool allMatLoaded;

		public override CustomPostProcessInjectionPoint injectionPoint => (CustomPostProcessInjectionPoint)2;

		public bool IsActive()
		{
			return allMatLoaded && ((VolumeParameter<bool>)(object)visible).value && ((VolumeParameter<float>)(object)opacity).value > 0f && GameNetworkManager.Instance.localPlayerController != null;
		}

		public override void Setup()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Expected O, but got Unknown
			//IL_0017: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: Expected O, but got Unknown
			rimMat = new Material(ShaderLoader.RimShader);
			drawScreenMat = new Material(ShaderLoader.DrawScreenShader);
			allMatLoaded = (Object)(object)rimMat != (Object)null && (Object)(object)drawScreenMat != (Object)null;
		}

		public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
		{
			if (IsActive())
			{
				if (camera.camera.targetTexture == null || (Object)(object)camera.camera != (Object)(object)GameNetworkManager.Instance.localPlayerController.gameplayCamera)
				{
					drawScreenMat.SetTexture(ShaderParams.MainTex, RTHandle.op_Implicit(source));
					HDUtils.DrawFullScreen(cmd, drawScreenMat, destination, (MaterialPropertyBlock)null, 0);
					return;
				}
				rimMat.SetTexture(ShaderParams.MainTex, RTHandle.op_Implicit(source));
				rimMat.SetFloat(ShaderParams.Opacity, ((VolumeParameter<float>)(object)opacity).value);
				rimMat.SetFloat(ShaderParams.AspectRatio, VisorConfig.RimStretch);
				rimMat.SetFloat(ShaderParams.Offset, ((VolumeParameter<float>)(object)offset).value);
				HDUtils.DrawFullScreen(cmd, rimMat, destination, (MaterialPropertyBlock)null, 0);
			}
		}

		public override void Cleanup()
		{
			CoreUtils.Destroy((Object)(object)rimMat);
			CoreUtils.Destroy((Object)(object)drawScreenMat);
		}
	}
}
namespace Woecust.ImmersiveVisor.Patches
{
	[HarmonyPatch(typeof(EnemyAI))]
	internal class EnemyAIPatch
	{
		[HarmonyPatch("HitEnemy")]
		[HarmonyPostfix]
		private static void HitEnemyPatch(EnemyAI __instance)
		{
			//IL_0025: Unknown result type (might be due to invalid IL or missing references)
			if (VisorConfig.BloodShow)
			{
				Plugin.Log.LogInfo((object)"Splat from enemy");
				VisorPostProcessingHelper.RequestSplat(__instance.eye.position);
			}
		}
	}
	[HarmonyPatch(typeof(PlayerControllerB))]
	internal class PlayerControllerBPatch
	{
		private static float prevHealth;

		[HarmonyPatch("ConnectClientToPlayerObject")]
		[HarmonyPostfix]
		private static void InitializeVisor(ref PlayerControllerB __instance)
		{
			//IL_00a6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ac: Expected O, but got Unknown
			if (!((Object)(object)GameNetworkManager.Instance.localPlayerController != (Object)(object)__instance))
			{
				if ((Object)(object)__instance.localVisor != (Object)null)
				{
					((Component)__instance.localVisor.GetChild(0)).GetComponent<MeshFilter>().mesh = null;
					((Renderer)((Component)__instance.localVisor.GetChild(0)).GetComponent<MeshRenderer>()).material = null;
					((Renderer)((Component)__instance.localVisor.Find("ScavengerHelmet/Plane")).GetComponent<MeshRenderer>()).materials[0] = null;
				}
				if ((Object)(object)Visor.Instance == (Object)null)
				{
					GameObject val = new GameObject("ImmersiveVisor", new Type[1] { typeof(Visor) });
					val.transform.SetParent(GameObject.Find("Systems/Rendering").transform);
				}
			}
		}

		[HarmonyPatch("DamagePlayer")]
		[HarmonyPrefix]
		private static void CheckHealth(ref PlayerControllerB __instance)
		{
			if (!((Object)(object)GameNetworkManager.Instance.localPlayerController != (Object)(object)__instance))
			{
				prevHealth = __instance.health;
			}
		}

		[HarmonyPatch("DamagePlayer")]
		[HarmonyPostfix]
		private static void DamageVisor(ref PlayerControllerB __instance, ref CauseOfDeath causeOfDeath)
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			//IL_0004: 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_0009: Invalid comparison between Unknown and I4
			//IL_004d: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cb: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00da: Unknown result type (might be due to invalid IL or missing references)
			CauseOfDeath val = causeOfDeath;
			if (val - 9 <= 2)
			{
				return;
			}
			if ((Object)(object)GameNetworkManager.Instance.localPlayerController != (Object)(object)__instance)
			{
				if (VisorConfig.BloodShow)
				{
					VisorPostProcessingHelper.RequestSplat(__instance.cameraContainerTransform.position);
				}
				return;
			}
			if (__instance.isPlayerDead && prevHealth > 0f)
			{
				VisorPostProcessingHelper.RequestWipe();
			}
			else if (VisorConfig.BloodShow && VisorConfig.BloodSelf && (float)__instance.health < prevHealth)
			{
				VisorPostProcessingHelper.RequestSplat(((Component)__instance.gameplayCamera).transform.position + ((Component)__instance.gameplayCamera).transform.forward * 1f, 0.5f);
			}
			Visor.Instance.Damage(causeOfDeath);
		}
	}
	[HarmonyPatch(typeof(StartOfRound))]
	internal class StartOfRoundPatch
	{
		[HarmonyPatch("ReviveDeadPlayers")]
		[HarmonyPrefix]
		private static void ReviveDeadPlayersPatch()
		{
			if (VisorConfig.CrackRepairDeath && GameNetworkManager.Instance.localPlayerController.isPlayerDead)
			{
				Visor.Instance.Repair();
			}
		}
	}
	[HarmonyPatch(typeof(TimeOfDay))]
	internal class TimeOfDayPatch
	{
		[HarmonyPatch("OnDayChanged")]
		[HarmonyPostfix]
		private static void OnDayChangedPatch()
		{
			if (VisorConfig.CrackRepairNewDay)
			{
				Visor.Instance.Repair();
			}
		}

		[HarmonyPatch("SyncNewProfitQuotaClientRpc")]
		[HarmonyPostfix]
		private static void SyncNewProfitQuotaClientRpcPatch()
		{
			if (VisorConfig.CrackRepairNewQuota)
			{
				Visor.Instance.Repair();
			}
		}
	}
}
namespace Woecust.ImmersiveVisor.Config
{
	public static class ConfigLoader
	{
		public static void Load()
		{
			Version version = Version.Parse("0.5.2");
			Version version2 = new Version(0, 0, 0);
			bool flag = File.Exists(((BaseUnityPlugin)Plugin.Instance).Config.ConfigFilePath ?? "");
			if (flag)
			{
				ConfigEntry<string> val = default(ConfigEntry<string>);
				if (((BaseUnityPlugin)Plugin.Instance).Config.TryGetEntry<string>("DontTouchThis", "ConfigVersion", ref val))
				{
					version2 = Version.Parse(val.Value);
				}
				else
				{
					((BaseUnityPlugin)Plugin.Instance).Config.Bind<string>("DontTouchThis", "ConfigVersion", version2.ToString(), "It can recover itself, but just don't. It's just going to wipe your ImmersiveVisor configs");
				}
				if (version < version2)
				{
					((BaseUnityPlugin)Plugin.Instance).Config.Clear();
					Plugin.Log.LogInfo((object)"Downgrade detected, deleting previous config data. But if you touched config version, it's probably a false alarm.");
				}
			}
			ConfigEntry<bool> val2 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("0. General", "RimShow", true, "Make the visor rim visible. This is a post process effect separated from mesh.");
			ConfigEntry<bool> val3 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("0. General", "CrackShow", true, "Make the visor reactive to total damage taken.");
			ConfigEntry<bool> val4 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("0. General", "RaindropShow", true, "Raindrops hitting the visor on rainy/stormy/flooded weather.");
			ConfigEntry<bool> val5 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("0. General", "BloodShow", true, "Blood splatters on screen when someone get damaged near you.");
			VisorConfig.RimShow = val2.Value;
			VisorConfig.CrackShow = val3.Value;
			VisorConfig.RaindropShow = val4.Value;
			VisorConfig.BloodShow = val5.Value;
			ConfigEntry<bool> val6 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("1. Visor Rim", "RimPhysical", true, "Use mesh version of visor rim instead of post processing.");
			ConfigEntry<float> val7 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<float>("1. Visor Rim", "RimStretch", 1.77f, "Stretch the rim to match the size of the screen. Put the aspect ratio of your screen for stretching. 1.77 for no stretch.\n1.33 = 4:3 \n1.77 = 16:9 \n2.33 = 21:9 \n3.55 = 32:9");
			VisorConfig.RimPhysical = val6.Value;
			VisorConfig.RimStretch = val7.Value;
			ConfigEntry<bool> val8 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("2. Visor Crack", "CrackRepairDeath", true, "Visor gets repaired after dying. Option's here but I recommend not setting this to False.");
			ConfigEntry<bool> val9 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("2. Visor Crack", "CrackRepairNewDay", true, "Visor gets repaired on a new day. Meaning, when the ship takes off.");
			ConfigEntry<bool> val10 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("2. Visor Crack", "CrackRepairNewQuota", true, "Visor gets repaired after a quota gets fulfilled.");
			ConfigEntry<float> val11 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<float>("2. Visor Crack", "CrackVolume", 3f, "Volume for visor break SFX. Default is 3.");
			VisorConfig.CrackRepairDeath = val8.Value;
			VisorConfig.CrackRepairNewDay = val9.Value;
			VisorConfig.CrackRepairNewQuota = val10.Value;
			VisorConfig.CrackVolume = val11.Value;
			ConfigEntry<bool> val12 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("3. Screen Raindrop", "RaindropSpecular", true, "Adds specular to raindrops. Turn off for performance.");
			ConfigEntry<bool> val13 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("3. Screen Raindrop", "RaindropShadow", true, "Adds shadows to raindrops. Turn off for performance.");
			ConfigEntry<float> val14 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<float>("3. Screen Raindrop", "RaindropDryTime", 4f, "Time in seconds it takes for raindrops to slowly disappear after rain has been occluded.");
			ConfigEntry<bool> val15 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("3. Screen Raindrop", "RaindropOnlyMainCam", true, "Cameras that are not rendering the screen doesn't display raindrop");
			ConfigEntry<float> val16 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<float>("3. Screen Raindrop", "RaindropIntensity", 1f, "Max intensity for raindrop. from 0.2 to 0.0");
			VisorConfig.RaindropSpecular = val12.Value;
			VisorConfig.RaindropShadow = val13.Value;
			VisorConfig.RaindropDryTime = val14.Value;
			VisorConfig.RaindropOnlyMainCam = val15.Value;
			VisorConfig.RaindropIntensity = Mathf.Clamp(val16.Value, 0.2f, 1f);
			ConfigEntry<bool> val17 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("4. Blood Splatter", "BloodSelf", true, "Taking damage yourself shows splatter.");
			ConfigEntry<float> val18 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<float>("4. Blood Splatter", "BloodLifeTime", 2f, "Time it takes until splatters starts to disappear.");
			ConfigEntry<float> val19 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<float>("4. Blood Splatter", "BloodDryTime", 4.2f, "Time it takes for splatters to disappear.");
			VisorConfig.BloodSelf = val17.Value;
			VisorConfig.BloodLifeTime = val18.Value;
			VisorConfig.BloodDryTime = val19.Value;
			ConfigEntry<bool> val20 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<bool>("5. Pixelation", "PixelateAuto", false, "Pixelates all of them to match the pixel size of the game resolution. If you're playing on HD resolution, it's not going to affect much.");
			ConfigEntry<int> val21 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<int>("5. Pixelation", "PixelatedRain", 0, "Pixelate the rain effect. 0 for no effect. 512 is recommended for vanilla feel.");
			ConfigEntry<int> val22 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<int>("5. Pixelation", "PixelatedCrack", 0, "Pixelate the rain effect. 0 for no effect. 512 is recommended for vanilla feel.");
			ConfigEntry<int> val23 = ((BaseUnityPlugin)Plugin.Instance).Config.Bind<int>("5. Pixelation", "PixelatedBlood", 0, "Pixelate the rain effect. 0 for no effect. 512 is recommended for vanilla feel.");
			VisorConfig.PixelateAuto = val20.Value;
			VisorConfig.PixelatedRain = val21.Value;
			VisorConfig.PixelatedCrack = val22.Value;
			VisorConfig.PixelatedBlood = val23.Value;
			if (flag && version > version2)
			{
				ConfigUpdater configUpdater = new ConfigUpdater();
				if (!configUpdater.TryUpdate())
				{
					configUpdater.RemoveOrphans();
					((BaseUnityPlugin)Plugin.Instance).Config.Save();
				}
			}
			((BaseUnityPlugin)Plugin.Instance).Config.SettingChanged += SettingChanged;
		}

		private static void SettingChanged(object sender, SettingChangedEventArgs e)
		{
			ConfigDefinition definition = e.ChangedSetting.Definition;
			FieldInfo field = typeof(VisorConfig).GetField(definition.Key, BindingFlags.Static | BindingFlags.Public);
			if (field == null)
			{
				Plugin.Log.LogError((object)("Changing setting failed! : " + definition.Key));
				return;
			}
			object obj = Convert.ChangeType(e.ChangedSetting.BoxedValue, field.FieldType);
			field?.SetValue(null, obj);
			Plugin.Log.LogInfo((object)$"Config value changed : {definition.Key} - {obj}");
		}
	}
	public class ConfigUpdater
	{
		private static readonly Version latestCfgVersion = new Version(0, 5, 0);

		private Dictionary<ConfigDefinition, string> orphanEntries;

		private ConfigEntry<string> cfgEntry;

		private Version cfgVersion;

		private Version modVersion;

		public bool TryUpdate()
		{
			if (!((BaseUnityPlugin)Plugin.Instance).Config.TryGetEntry<string>("DontTouchThis", "ConfigVersion", ref cfgEntry))
			{
				Plugin.Log.LogError((object)"Something went wrong. Called update without previous config version existing.");
				return false;
			}
			cfgVersion = Version.Parse(cfgEntry.Value);
			modVersion = Version.Parse("0.5.2");
			if (cfgVersion > latestCfgVersion)
			{
				Plugin.Log.LogError((object)"Plugin Config version is higher than latest config version! Writing appropriate version number...");
				((BaseUnityPlugin)Plugin.Instance).Config.Bind<Version>("DontTouchThis", "Config Version", latestCfgVersion, (ConfigDescription)null);
				return false;
			}
			if (cfgVersion == latestCfgVersion)
			{
				Plugin.Log.LogInfo((object)"Plugin config version is up to data.");
				return false;
			}
			((BaseUnityPlugin)Plugin.Instance).Config.Save();
			if (NeedUpdateTo(0, 4, 5))
			{
				Update_0_4_5();
			}
			if (NeedUpdateTo(0, 5, 0))
			{
				Update_0_5_0();
			}
			RemoveOrphans();
			((BaseUnityPlugin)Plugin.Instance).Config.Save();
			return true;
		}

		private bool NeedUpdateTo(int major, int minor, int build)
		{
			Version version = new Version(major, minor, build);
			return modVersion <= version && cfgVersion < version;
		}

		private void Update_0_4_5()
		{
			TryGetOrphans(out orphanEntries);
			Plugin.Log.LogInfo((object)"Config Update starting...");
			ReplaceEntryValue<bool>("VisorCrack", "0. General", "EnableCrack", "CrackShow");
			ReplaceEntryValue<bool>("Raindrop", "0. General", "EnableRaindrop", "RaindropShow");
			ReplaceEntryValue<bool>("VisorRim", "0. General", "EnableVisorRim", "RimShow");
			ReplaceEntryValue<bool>("BloodSplatter", "0. General", "EnableBloodSplatter", "BloodShow");
			ReplaceEntryValue<bool>("VisorCrack", "1. Visor Crack", "RepairOnDeath", "CrackRepairDeath");
			ReplaceEntryValue<bool>("VisorCrack", "1. Visor Crack", "RepairOnNewDay", "CrackRepairNewDay");
			ReplaceEntryValue<bool>("VisorCrack", "1. Visor Crack", "RepairOnQuotaFulfilled", "CrackRepairNewQuota");
			ReplaceEntryValue<float>("VisorCrack", "1. Visor Crack", "VisorBreakSFXVolume", "CrackVolume");
			ReplaceEntryValue<bool>("Raindrop", "2. Screen Raindrop", "RaindropSpecular", "RaindropSpecular");
			ReplaceEntryValue<bool>("Raindrop", "2. Screen Raindrop", "RaindropShadow", "RaindropShadow");
			ReplaceEntryValue<bool>("Raindrop", "2. Screen Raindrop", "OnlyMainCamera", "RaindropOnlyMainCam");
			ReplaceEntryValue<float>("Raindrop", "2. Screen Raindrop", "RaindropDryTime", "RaindropDryTime");
			ReplaceEntryValue<float>("BloodSplatter", "3. Blood Splatter", "LifeTime", "BloodLifeTime");
			ReplaceEntryValue<float>("BloodSplatter", "3. Blood Splatter", "DryTime", "BloodDryTime");
			ReplaceEntryValue<bool>("BloodSplatter", "3. Blood Splatter", "ShowSplatterFromSelf", "BloodSelf");
			cfgEntry.Value = new Version(0, 4, 5).ToString();
			Plugin.Log.LogInfo((object)"Config Updated to 0.4.5 version");
		}

		private void Update_0_5_0()
		{
			TryGetOrphans(out orphanEntries);
			ReplaceEntryValue<bool>("1. Visor Crack", "2. Visor Crack", "CrackRepairDeath", "CrackRepairDeath");
			ReplaceEntryValue<bool>("1. Visor Crack", "2. Visor Crack", "CrackRepairNewDay", "CrackRepairNewDay");
			ReplaceEntryValue<bool>("1. Visor Crack", "2. Visor Crack", "CrackRepairNewQuota", "CrackRepairNewQuota");
			ReplaceEntryValue<float>("1. Visor Crack", "2. Visor Crack", "CrackVolume", "CrackVolume");
			ReplaceEntryValue<bool>("2. Screen Raindrop", "3. Screen Raindrop", "RaindropSpecular", "RaindropSpecular");
			ReplaceEntryValue<bool>("2. Screen Raindrop", "3. Screen Raindrop", "RaindropShadow", "RaindropShadow");
			ReplaceEntryValue<bool>("2. Screen Raindrop", "3. Screen Raindrop", "RaindropOnlyMainCam", "RaindropOnlyMainCam");
			ReplaceEntryValue<float>("2. Screen Raindrop", "3. Screen Raindrop", "RaindropDryTime", "RaindropDryTime");
			ReplaceEntryValue<float>("2. Screen Raindrop", "3. Screen Raindrop", "RaindropIntensity", "RaindropIntensity");
			ReplaceEntryValue<float>("3. Blood Splatter", "4. Blood Splatter", "BloodLifeTime", "BloodLifeTime");
			ReplaceEntryValue<float>("3. Blood Splatter", "4. Blood Splatter", "BloodDryTime", "BloodDryTime");
			ReplaceEntryValue<bool>("3. Blood Splatter", "4. Blood Splatter", "BloodSelf", "BloodSelf");
			ReplaceEntryValue<bool>("4. Pixelation", "5. Pixelation", "PixelateAuto", "PixelateAuto");
			ReplaceEntryValue<int>("4. Pixelation", "5. Pixelation", "PixelatedRain", "PixelatedRain");
			ReplaceEntryValue<int>("4. Pixelation", "5. Pixelation", "PixelatedCrack", "PixelatedCrack");
			ReplaceEntryValue<int>("4. Pixelation", "5. Pixelation", "PixelatedBlood", "PixelatedBlood");
			cfgEntry.Value = new Version(0, 5, 0).ToString();
			Plugin.Log.LogInfo((object)"Config Updated to 0.5.0 version");
		}

		private bool TryGetOrphans(out Dictionary<ConfigDefinition, string> orphans)
		{
			orphans = null;
			Dictionary<ConfigDefinition, string> value = Traverse.Create((object)((BaseUnityPlugin)Plugin.Instance).Config).Property("OrphanedEntries", (object[])null).GetValue<Dictionary<ConfigDefinition, string>>();
			if (value == null)
			{
				return false;
			}
			orphans = value.ToDictionary((KeyValuePair<ConfigDefinition, string> pair) => pair.Key, (KeyValuePair<ConfigDefinition, string> pair) => pair.Value);
			return true;
		}

		public void RemoveOrphans()
		{
			if (!TryGetOrphans(out orphanEntries))
			{
				Plugin.Log.LogInfo((object)"No orphaned entries left.");
				return;
			}
			foreach (KeyValuePair<ConfigDefinition, string> orphanEntry in orphanEntries)
			{
				((BaseUnityPlugin)Plugin.Instance).Config.Bind<string>(orphanEntry.Key, orphanEntry.Value, (ConfigDescription)null);
				if (((BaseUnityPlugin)Plugin.Instance).Config.Remove(orphanEntry.Key))
				{
					Plugin.Log.LogInfo((object)("Stray config [" + orphanEntry.Key.Section + " | " + orphanEntry.Key.Key + "] removed."));
				}
			}
		}

		private void ReplaceEntryValue<T>(string section, string srcKey, string dstKey) where T : new()
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			//IL_0009: Expected O, but got Unknown
			ConfigDefinition val = new ConfigDefinition(section, srcKey);
			if (orphanEntries.ContainsKey(val))
			{
				orphanEntries.Remove(val);
				((BaseUnityPlugin)Plugin.Instance).Config.Bind<T>(val, default(T), (ConfigDescription)null);
			}
			ConfigEntry<T> val2 = default(ConfigEntry<T>);
			bool flag = ((BaseUnityPlugin)Plugin.Instance).Config.TryGetEntry<T>(section, srcKey, ref val2);
			ConfigEntry<T> val3 = default(ConfigEntry<T>);
			bool flag2 = ((BaseUnityPlugin)Plugin.Instance).Config.TryGetEntry<T>(section, dstKey, ref val3);
			if (!flag || !flag2)
			{
				if (!flag)
				{
					Plugin.Log.LogWarning((object)("Old config not found : " + section + " | " + srcKey));
				}
				if (!flag2)
				{
					Plugin.Log.LogWarning((object)("New config not found : " + section + " | " + dstKey));
				}
			}
			else
			{
				val3.Value = val2.Value;
				((BaseUnityPlugin)Plugin.Instance).Config.Remove(((ConfigEntryBase)val2).Definition);
				Plugin.Log.LogInfo((object)("Config Updated : " + section + " | " + srcKey + " -> " + dstKey));
			}
		}

		private void ReplaceEntryValue<T>(string srcSection, string dstSection, string srcKey, string dstKey) where T : new()
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			//IL_0009: Expected O, but got Unknown
			ConfigDefinition val = new ConfigDefinition(srcSection, srcKey);
			if (orphanEntries.ContainsKey(val))
			{
				orphanEntries.Remove(val);
				((BaseUnityPlugin)Plugin.Instance).Config.Bind<T>(val, default(T), (ConfigDescription)null);
			}
			ConfigEntry<T> val2 = default(ConfigEntry<T>);
			bool flag = ((BaseUnityPlugin)Plugin.Instance).Config.TryGetEntry<T>(srcSection, srcKey, ref val2);
			ConfigEntry<T> val3 = default(ConfigEntry<T>);
			bool flag2 = ((BaseUnityPlugin)Plugin.Instance).Config.TryGetEntry<T>(dstSection, dstKey, ref val3);
			if (!flag || !flag2)
			{
				if (!flag)
				{
					Plugin.Log.LogWarning((object)("Old config not found : " + srcSection + " | " + srcKey));
				}
				if (!flag2)
				{
					Plugin.Log.LogWarning((object)("New config not found : " + dstSection + " | " + dstKey));
				}
			}
			else
			{
				val3.Value = val2.Value;
				((BaseUnityPlugin)Plugin.Instance).Config.Remove(((ConfigEntryBase)val2).Definition);
				Plugin.Log.LogInfo((object)("Config Updated : " + srcSection + " -> " + dstSection + " | " + srcKey + " -> " + dstKey));
			}
		}
	}
	public static class VisorConfig
	{
		public static bool PixelateAuto;

		public static int PixelatedRain;

		public static int PixelatedCrack;

		public static int PixelatedBlood;

		public static bool RaindropShow;

		public static bool RaindropSpecular;

		public static bool RaindropShadow;

		public static bool RaindropOnlyMainCam;

		public static float RaindropDryTime;

		public static float RaindropIntensity;

		public static bool CrackShow;

		public static bool CrackRepairDeath;

		public static bool CrackRepairNewDay;

		public static bool CrackRepairNewQuota;

		public static float CrackVolume;

		public static bool RimShow;

		public static bool RimPhysical;

		public static float RimStretch;

		public static bool BloodShow;

		public static bool BloodSelf;

		public static float BloodLifeTime;

		public static float BloodDryTime;
	}
}