Decompiled source of EmoteWhileInMotion v1.0.0

EmoteWhileInMotion.dll

Decompiled a year ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using GameNetcodeStuff;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem")]
[assembly: IgnoresAccessChecksTo("Unity.Netcode.Runtime")]
[assembly: AssemblyCompany("EmoteWhileInMotion")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyDescription("A template for Lethal Company")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+43206f0475d7dae18e393eaa115cfd192399712f")]
[assembly: AssemblyProduct("EmoteWhileInMotion")]
[assembly: AssemblyTitle("EmoteWhileInMotion")]
[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 EmoteWhileInMotion
{
	[BepInPlugin("EmoteWhileInMotion", "EmoteWhileInMotion", "1.0.0")]
	public class Plugin : BaseUnityPlugin
	{
		private readonly Harmony harmony = new Harmony("EmoteWhileInMotion");

		private static Plugin Instance;

		public static ManualLogSource Logger;

		public static ConfigEntry<bool> EmoteWhileJumping;

		public static ConfigEntry<bool> EmoteWhileWalking;

		public static ConfigEntry<bool> EmoteWhileCrouching;

		public static ConfigEntry<bool> EmoteWhileGrabbingObject;

		public static ConfigEntry<bool> EmoteWhileTyping;

		public static ConfigEntry<string> DisableKey;

		public static bool DisableKeyPressed;

		private void Awake()
		{
			if ((Object)(object)Instance == (Object)null)
			{
				Instance = this;
			}
			Logger = ((BaseUnityPlugin)this).Logger;
			Logger.LogInfo((object)"Plugin EmoteWhileInMotion is loaded!");
			EmoteWhileJumping = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EmoteWhileJumping", true, "Whether or not to allow emotes while jumping.");
			EmoteWhileWalking = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EmoteWhileWalking", true, "Whether or not to allow emotes while walking.");
			EmoteWhileCrouching = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EmoteWhileCrouching", false, "Whether or not to allow emotes while crouching.");
			EmoteWhileGrabbingObject = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EmoteWhileGrabbingObject", true, "Whether or not to allow emotes while grabbing an object.");
			EmoteWhileTyping = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "EmoteWhileTyping", true, "Whether or not to allow emotes while typing in chat.");
			DisableKey = ((BaseUnityPlugin)this).Config.Bind<string>("General", "DisableKey", "0", "The key to hold to disable emotes.");
			harmony.PatchAll(Assembly.GetExecutingAssembly());
		}
	}
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "EmoteWhileInMotion";

		public const string PLUGIN_NAME = "EmoteWhileInMotion";

		public const string PLUGIN_VERSION = "1.0.0";
	}
}
namespace EmoteWhileInMotion.Patches
{
	[HarmonyPatch]
	internal class PlayerControllerBPatch
	{
		[HarmonyPatch(typeof(PlayerControllerB), "CheckConditionsForEmote")]
		[HarmonyPostfix]
		private static void CheckConditionsForEmotePostfix(PlayerControllerB __instance, ref bool __result)
		{
			if (__instance.inSpecialInteractAnimation || __instance.isPlayerDead)
			{
				__result = false;
			}
			if (Plugin.EmoteWhileJumping.Value && __instance.isJumping)
			{
				__result = true;
			}
			if (Plugin.EmoteWhileWalking.Value && __instance.isWalking)
			{
				__result = true;
			}
			if (Plugin.EmoteWhileCrouching.Value && __instance.isCrouching)
			{
				__result = true;
			}
			if (Plugin.EmoteWhileGrabbingObject.Value && __instance.isGrabbingObjectAnimation)
			{
				__result = true;
			}
			if (Plugin.EmoteWhileTyping.Value && __instance.isTypingChat)
			{
				__result = true;
			}
		}

		[HarmonyPatch(typeof(PlayerControllerB), "Update")]
		[HarmonyPrefix]
		private static void UpdatePrefix(PlayerControllerB __instance)
		{
			if (__instance.isPlayerControlled && ((NetworkBehaviour)__instance).IsOwner)
			{
				if (InputControlExtensions.IsPressed(((InputControl)Keyboard.current)[Plugin.DisableKey.Value], 0f) && !Plugin.DisableKeyPressed)
				{
					Plugin.DisableKeyPressed = true;
					__instance.performingEmote = false;
					__instance.StopPerformingEmoteServerRpc();
					__instance.timeSinceStartingEmote = 0f;
				}
				else if (!InputControlExtensions.IsPressed(((InputControl)Keyboard.current)[Plugin.DisableKey.Value], 0f))
				{
					Plugin.DisableKeyPressed = false;
				}
			}
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}