Decompiled source of RadioStatic v0.0.3

RadioStatic.dll

Decompiled 5 months ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using GameNetcodeStuff;
using HarmonyLib;
using LCSoundTool;
using Microsoft.CodeAnalysis;
using Unity.Netcode;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: IgnoresAccessChecksTo("LC_SoundTool")]
[assembly: IgnoresAccessChecksTo("Unity.Netcode.Runtime")]
[assembly: AssemblyCompany("RadioStatic")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("Add a static sound effect to the radio")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("RadioStatic")]
[assembly: AssemblyTitle("RadioStatic")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[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 RadioStatic
{
	[BepInPlugin("RadioStatic", "RadioStatic", "1.0.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Plugin : BaseUnityPlugin
	{
		[HarmonyPatch(typeof(PlayerControllerB), "Update")]
		public static class PlayerControllerBPatch
		{
			public static void Postfix(PlayerControllerB __instance)
			{
				if (((((NetworkBehaviour)__instance).IsOwner && __instance.isPlayerControlled && (!((NetworkBehaviour)__instance).IsServer || __instance.isHostPlayerObject)) || __instance.isTestingPlayer) && (Object)(object)_staticSource == (Object)null)
				{
					Debug.Log((object)("Attached static source to PlayerControllerB " + __instance.playerUsername));
					_staticSource = ((Component)__instance).gameObject.AddComponent<AudioSource>();
					_staticSource.clip = _staticNoise;
					_staticSource.loop = true;
					_staticSource.volume = 0f;
					_staticSource.panStereo = 0.4f;
					if ((Object)(object)((Component)_staticSource).GetComponent<AudioLowPassFilter>() == (Object)null && (Object)(object)((Component)_staticSource).GetComponent<OccludeAudio>() == (Object)null)
					{
						Debug.Log((object)"Instantiating audio filters for static effect");
						AudioLowPassFilter val = ((Component)_staticSource).gameObject.AddComponent<AudioLowPassFilter>();
						OccludeAudio val2 = ((Component)_staticSource).gameObject.AddComponent<OccludeAudio>();
						val.lowpassResonanceQ = 3f;
						val2.lowPassOverride = 5000f;
					}
				}
			}
		}

		[HarmonyPatch(typeof(StartOfRound), "UpdatePlayerVoiceEffects")]
		public static class VoiceEffectUpdatePatch
		{
			public static void Postfix(StartOfRound __instance)
			{
				//IL_0087: Unknown result type (might be due to invalid IL or missing references)
				//IL_0092: Unknown result type (might be due to invalid IL or missing references)
				PlayerControllerB val = ((!GameNetworkManager.Instance.localPlayerController.isPlayerDead || !((Object)(object)GameNetworkManager.Instance.localPlayerController.spectatedPlayerScript != (Object)null)) ? GameNetworkManager.Instance.localPlayerController : GameNetworkManager.Instance.localPlayerController.spectatedPlayerScript);
				float num = 0f;
				for (int i = 0; i < __instance.allPlayerScripts.Length; i++)
				{
					PlayerControllerB val2 = __instance.allPlayerScripts[i];
					if (val2.speakingToWalkieTalkie && val.holdingWalkieTalkie && (Object)(object)val != (Object)(object)val2)
					{
						float num2 = Vector3.Distance(((Component)val).transform.position, ((Component)val2).transform.position);
						Debug.Log((object)$"Static Scaling: {val2.playerUsername} Player distance: {num2}, setting volume {ScaleVolume(num2)}");
						num = Math.Max(num, ScaleVolume(num2));
					}
					if (num > 0f)
					{
						_staticSource.volume = num;
						if (!_staticSource.isPlaying)
						{
							_staticSource.Play();
						}
					}
					else
					{
						_staticSource.volume = 0f;
						_staticSource.Pause();
					}
				}
			}

			private static float ScaleVolume(float distance)
			{
				if (!(distance < 50f))
				{
					if (distance > 700f)
					{
						return 1f;
					}
					float val = (distance - 50f) / 650f;
					return Math.Max(0.1f, val);
				}
				return 0.1f;
			}
		}

		private static AudioClip _staticNoise;

		private static AudioSource _staticSource;

		private static readonly List<AudioSource> StaticSources = new List<AudioSource>();

		private void Awake()
		{
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0031: Expected O, but got Unknown
			((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin RadioStatic is loaded.");
			_staticNoise = SoundTool.GetAudioClip("aRealHumanBean-RadioStatic", "static.mp3");
			Harmony val = new Harmony("RadioStatic");
			val.PatchAll();
		}
	}
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "RadioStatic";

		public const string PLUGIN_NAME = "RadioStatic";

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