Decompiled source of GUN Soldier v1.0.2

GUN Soldier.dll

Decompiled 8 months ago
using System;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using Dissonance;
using GameNetcodeStuff;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using ModelReplacement;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: AssemblyCompany("GUN Soldier")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("GUN Soldier")]
[assembly: AssemblyTitle("GUN Soldier")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableAttribute : Attribute
	{
		public readonly byte[] NullableFlags;

		public NullableAttribute(byte P_0)
		{
			NullableFlags = new byte[1] { P_0 };
		}

		public NullableAttribute(byte[] P_0)
		{
			NullableFlags = P_0;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableContextAttribute : Attribute
	{
		public readonly byte Flag;

		public NullableContextAttribute(byte P_0)
		{
			Flag = P_0;
		}
	}
}
public class JawMovement : MonoBehaviour
{
	public PlayerControllerB player;

	public float maxJawOpening = 100f;

	public SkinnedMeshRenderer skinnedMeshRenderer;

	public float sensibility = 1000f;

	protected VoicePlayerState voice;

	public string blendShapeName = "AH";

	public void Start()
	{
		if ((Object)(object)skinnedMeshRenderer == (Object)null)
		{
			skinnedMeshRenderer = ((Component)this).GetComponent<SkinnedMeshRenderer>();
		}
	}

	private void Update()
	{
		if ((Object)(object)StartOfRound.Instance.voiceChatModule == (Object)null)
		{
			return;
		}
		if (voice == null)
		{
			init();
		}
		if (voice != null)
		{
			float num = 0f;
			if (voice.IsSpeaking)
			{
				num = (player.isPlayerDead ? 0f : Mathf.Clamp(voice.Amplitude * sensibility, 0f, maxJawOpening));
			}
			skinnedMeshRenderer.SetBlendShapeWeight(skinnedMeshRenderer.sharedMesh.GetBlendShapeIndex(blendShapeName), num);
		}
	}

	public void init()
	{
		StartOfRound.Instance.RefreshPlayerVoicePlaybackObjects();
		voice = player.voicePlayerState;
		if (voice == null && (Object)(object)player == (Object)(object)StartOfRound.Instance.localPlayerController)
		{
			voice = StartOfRound.Instance.voiceChatModule.FindPlayer(StartOfRound.Instance.voiceChatModule.LocalPlayerName);
		}
	}
}
namespace SonicModels
{
	public class MRPRERENDEREDGUNSOLDIERFBTFIX : BodyReplacementBase
	{
		protected override GameObject LoadAssetsAndReturnModel()
		{
			string text = "Prerendered GUN Soldier FBT Fix";
			return Assets.MainAssetBundle.LoadAsset<GameObject>(text);
		}

		protected override void AddModelScripts()
		{
			GameObject gameObject = ((Component)base.replacementModel.transform.Find("Body")).gameObject;
			JawMovement jawMovement = gameObject.AddComponent(typeof(JawMovement)) as JawMovement;
			jawMovement.player = ((BodyReplacementBase)this).controller;
			jawMovement.init();
		}

		protected override void OnDeath()
		{
			GameObject gameObject = ((Component)base.replacementModel.transform.Find("DeathSound")).gameObject;
			gameObject.SetActive(true);
		}
	}
	[BepInPlugin("gunSoldier", "G.U.N_Soldier", "0.1.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Plugin : BaseUnityPlugin
	{
		public static ConfigFile config;

		public static ConfigEntry<bool> enableModelForAllSuits { get; private set; }

		public static ConfigEntry<bool> enableModelAsDefault { get; private set; }

		public static ConfigEntry<string> suitNamesToEnableModel { get; private set; }

		private static void InitConfig()
		{
			enableModelForAllSuits = config.Bind<bool>("Suits to Replace Settings", "Enable Model for all Suits", false, "Enable to model replace every suit. Set to false to specify suits");
			enableModelAsDefault = config.Bind<bool>("Suits to Replace Settings", "Enable Model as default", false, "Enable to model replace every suit that hasn't been otherwise registered.");
			suitNamesToEnableModel = config.Bind<string>("Suits to Replace Settings", "Suits to enable Model for", "GUNSoldier", "Enter a comma separated list of suit names.(Additionally, [Green suit,Pajama suit,Hazard suit])");
		}

		private void Awake()
		{
			//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a8: Expected O, but got Unknown
			config = ((BaseUnityPlugin)this).Config;
			InitConfig();
			Assets.PopulateAssets();
			if (enableModelForAllSuits.Value)
			{
				ModelReplacementAPI.RegisterModelReplacementOverride(typeof(MRPRERENDEREDGUNSOLDIERFBTFIX));
			}
			if (enableModelAsDefault.Value)
			{
				ModelReplacementAPI.RegisterModelReplacementDefault(typeof(MRPRERENDEREDGUNSOLDIERFBTFIX));
			}
			string[] array = suitNamesToEnableModel.Value.Split(',');
			string[] array2 = array;
			foreach (string text in array2)
			{
				ModelReplacementAPI.RegisterSuitModelReplacement(text, typeof(MRPRERENDEREDGUNSOLDIERFBTFIX));
			}
			Harmony val = new Harmony("gunSoldier");
			val.PatchAll();
			((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin gunSoldier is loaded!");
		}
	}
	public static class Assets
	{
		public static string mainAssetBundleName = "gunsoldierBundle";

		public static AssetBundle MainAssetBundle = null;

		private static string GetAssemblyName()
		{
			return Assembly.GetExecutingAssembly().GetName().Name.Replace(" ", "_");
		}

		public static void PopulateAssets()
		{
			if ((Object)(object)MainAssetBundle == (Object)null)
			{
				Console.WriteLine(GetAssemblyName() + "." + mainAssetBundleName);
				using Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(GetAssemblyName() + "." + mainAssetBundleName);
				MainAssetBundle = AssetBundle.LoadFromStream(stream);
			}
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}