using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using ShotgunRevamp.Patches;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("ShotgunRevamp")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("ShotgunRevamp")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("1e0eb909-4665-42d6-9989-768c21a53d9e")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace ShotgunRevamp
{
[BepInPlugin("Plantain.Revamp", "Plantain Shotgun Revamp", "1.0.0.0")]
public class ShotgunRevampBase : BaseUnityPlugin
{
private const string modGUID = "Plantain.Revamp";
private const string modName = "Plantain Shotgun Revamp";
private const string modVersion = "1.0.0.0";
private readonly Harmony harmony = new Harmony("Plantain.Revamp");
private static ShotgunRevampBase Instance;
internal ManualLogSource mls;
internal static List<AudioClip> ShotgunShootSFX;
internal static AssetBundle BundleSS;
internal static List<AudioClip> ShotgunShellSFX;
internal static AssetBundle BundleSH;
private void Awake()
{
if ((Object)(object)Instance == (Object)null)
{
Instance = this;
}
mls = Logger.CreateLogSource("Plantain.Revamp");
mls.LogInfo((object)"fortnite battle pass i just shit out my ass ==\ud83d\udc0a✈\ufe0f==\r\n || \ud83d\udca3");
harmony.PatchAll(typeof(ShotgunRevampBase));
harmony.PatchAll(typeof(ShotgunSoundPatch));
harmony.PatchAll(typeof(ShotgunMisfirePatch));
harmony.PatchAll(typeof(ShotgunAmmoPatch));
mls = ((BaseUnityPlugin)this).Logger;
ShotgunShootSFX = new List<AudioClip>();
string location = ((BaseUnityPlugin)Instance).Info.Location;
location = location.TrimEnd("ShotgunRevamp.dll".ToCharArray());
BundleSS = AssetBundle.LoadFromFile(location + "boom");
if ((Object)(object)BundleSS != (Object)null)
{
mls.LogInfo((object)"Successfully loaded asset bundle");
ShotgunShootSFX = BundleSS.LoadAllAssets<AudioClip>().ToList();
}
else
{
mls.LogInfo((object)"Failed to load asset bundle :C");
}
ShotgunShellSFX = new List<AudioClip>();
BundleSH = AssetBundle.LoadFromFile(location + "shells");
if ((Object)(object)BundleSH != (Object)null)
{
mls.LogInfo((object)"Successfully loaded asset bundle 2");
ShotgunShellSFX = BundleSH.LoadAllAssets<AudioClip>().ToList();
}
else
{
mls.LogInfo((object)"Failed to load asset bundle 2 :C");
}
}
}
}
namespace ShotgunRevamp.Patches
{
[HarmonyPatch(typeof(ShotgunItem))]
internal class ShotgunSoundPatch
{
[HarmonyPatch("ShootGun")]
[HarmonyPrefix]
private static void ShotgunAudioOveride(ShotgunItem __instance)
{
__instance.gunShootSFX[0] = ShotgunRevampBase.ShotgunShootSFX[0];
__instance.gunShootSFX[1] = ShotgunRevampBase.ShotgunShootSFX[0];
__instance.gunBulletsRicochetAudio.clip = ShotgunRevampBase.ShotgunShellSFX[0];
}
}
[HarmonyPatch(typeof(ShotgunItem))]
internal class ShotgunMisfirePatch
{
[HarmonyPatch("Update")]
[HarmonyPostfix]
private static void ShotgunAudioOveride(ref float ___misfireTimer)
{
___misfireTimer = 30f;
}
}
[HarmonyPatch(typeof(ShotgunItem))]
internal class ShotgunAmmoPatch
{
[HarmonyPatch("Update")]
[HarmonyPostfix]
private static void ShotgunAudioOveride(ref float ___shellsLoaded, ref bool ___isReloading)
{
___shellsLoaded = 2f;
if (___shellsLoaded == 1f)
{
___isReloading = true;
}
else
{
___isReloading = false;
}
}
}
}