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.Logging;
using GameNetcodeStuff;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using RuntimeNetcodeRPCValidator;
using TMPro;
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: AssemblyCompany("RealisticGasLeak")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("My first plugin")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("RealisticGasLeak")]
[assembly: AssemblyTitle("RealisticGasLeak")]
[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 RealisticGasLeak
{
public static class FlashlightPatch
{
private static ManualLogSource logger = Logger.CreateLogSource("FlashlightPatch");
[HarmonyPatch(typeof(FlashlightItem), "ItemActivate")]
[HarmonyPrefix]
public static void Prefix(FlashlightItem __instance)
{
//IL_003f: Unknown result type (might be due to invalid IL or missing references)
//IL_005d: 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_0067: Unknown result type (might be due to invalid IL or missing references)
//IL_006c: Unknown result type (might be due to invalid IL or missing references)
//IL_0076: 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)
if (((TMP_Text)HUDManager.Instance.statusEffectText).alpha > 0f)
{
logger.LogInfo((object)"should explode");
PlayerControllerB localPlayerController = GameNetworkManager.Instance.localPlayerController;
SerializableVector3 position = new SerializableVector3(((Component)localPlayerController).transform.position);
SmkNetworkManager._instance.SpawnExplosionServerRpc(position);
localPlayerController.KillPlayer(((Component)localPlayerController).transform.position + Vector3.up + Vector3.back * 2f, true, (CauseOfDeath)3, 0);
}
else
{
logger.LogInfo((object)"nah");
}
}
}
public class SmkNetworkManager : NetworkBehaviour
{
public static SmkNetworkManager _instance;
private static ManualLogSource logger = Logger.CreateLogSource("NetworkPatch");
private void Awake()
{
_instance = this;
}
[ServerRpc(RequireOwnership = false)]
public void SpawnExplosionServerRpc(SerializableVector3 position)
{
SpawnExplosionClientRpc(position);
}
[ClientRpc]
private void SpawnExplosionClientRpc(SerializableVector3 position)
{
//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_000d: Unknown result type (might be due to invalid IL or missing references)
SpawnExplosion(position.ToVector3() + Vector3.up);
}
public void SpawnExplosion(Vector3 explosionPosition, float damageRadius = 6f, float minDamage = 50f, float maxDamage = 100f)
{
//IL_000b: Unknown result type (might be due to invalid IL or missing references)
//IL_001b: Unknown result type (might be due to invalid IL or missing references)
//IL_004a: Unknown result type (might be due to invalid IL or missing references)
//IL_004f: Unknown result type (might be due to invalid IL or missing references)
//IL_008e: 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_00b8: Unknown result type (might be due to invalid IL or missing references)
//IL_0281: Unknown result type (might be due to invalid IL or missing references)
//IL_00cd: 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)
//IL_00e4: Unknown result type (might be due to invalid IL or missing references)
//IL_00e9: Unknown result type (might be due to invalid IL or missing references)
//IL_02a1: Unknown result type (might be due to invalid IL or missing references)
//IL_02ac: Expected O, but got Unknown
//IL_02ba: Unknown result type (might be due to invalid IL or missing references)
//IL_012e: Unknown result type (might be due to invalid IL or missing references)
//IL_0139: Expected O, but got Unknown
//IL_01a6: Unknown result type (might be due to invalid IL or missing references)
//IL_01b1: Expected O, but got Unknown
//IL_020e: Unknown result type (might be due to invalid IL or missing references)
//IL_0219: Expected O, but got Unknown
//IL_016a: Unknown result type (might be due to invalid IL or missing references)
//IL_0170: Unknown result type (might be due to invalid IL or missing references)
//IL_0248: Unknown result type (might be due to invalid IL or missing references)
//IL_024e: Unknown result type (might be due to invalid IL or missing references)
Object.Instantiate<GameObject>(StartOfRound.Instance.explosionPrefab, explosionPosition, Quaternion.Euler(-90f, 0f, 0f), RoundManager.Instance.mapPropsContainer.transform).SetActive(true);
float num = Vector3.Distance(((Component)GameNetworkManager.Instance.localPlayerController).transform.position, explosionPosition);
if (num < 14f)
{
HUDManager.Instance.ShakeCamera((ScreenShakeType)1);
}
else if (num < 25f)
{
HUDManager.Instance.ShakeCamera((ScreenShakeType)0);
}
Collider[] array = Physics.OverlapSphere(explosionPosition, damageRadius, 2621448, (QueryTriggerInteraction)2);
Collider[] array2 = array;
foreach (Collider val in array2)
{
float num2 = Vector3.Distance(explosionPosition, ((Component)val).transform.position);
if (num2 > 4f && Physics.Linecast(explosionPosition, ((Component)val).transform.position + Vector3.up * 0.3f, 256, (QueryTriggerInteraction)1))
{
continue;
}
if (((Component)val).gameObject.layer == 3)
{
PlayerControllerB component = ((Component)val).gameObject.GetComponent<PlayerControllerB>();
if ((Object)component != (Object)null && ((NetworkBehaviour)component).IsOwner)
{
float num3 = Mathf.Lerp(minDamage, maxDamage, num2 / damageRadius);
component.DamagePlayer(Mathf.RoundToInt(num3), true, true, (CauseOfDeath)0, 0, false, default(Vector3));
}
}
else if (((Component)val).gameObject.layer == 21)
{
Landmine componentInChildren = ((Component)val).gameObject.GetComponentInChildren<Landmine>();
if ((Object)componentInChildren != (Object)null && !componentInChildren.hasExploded && num2 < damageRadius)
{
logger.LogInfo((object)"Setting off other mine");
componentInChildren.ExplodeMineServerRpc();
}
}
else if (((Component)val).gameObject.layer == 19)
{
EnemyAICollisionDetect componentInChildren2 = ((Component)val).gameObject.GetComponentInChildren<EnemyAICollisionDetect>();
if ((Object)componentInChildren2 != (Object)null && ((NetworkBehaviour)componentInChildren2.mainScript).IsOwner && num2 < damageRadius * 0.75f)
{
componentInChildren2.mainScript.HitEnemyOnLocalClient(6, default(Vector3), (PlayerControllerB)null, false);
}
}
}
int num4 = ~LayerMask.GetMask(new string[1] { "Colliders" });
array = Physics.OverlapSphere(explosionPosition, 10f, num4);
for (int j = 0; j < array.Length; j++)
{
Rigidbody component2 = ((Component)array[j]).GetComponent<Rigidbody>();
if ((Object)component2 != (Object)null)
{
component2.AddExplosionForce(70f, explosionPosition, 10f);
}
}
}
}
[Serializable]
public class SerializableVector3
{
public float x;
public float y;
public float z;
public SerializableVector3(Vector3 vec3)
{
//IL_0009: Unknown result type (might be due to invalid IL or missing references)
//IL_0015: 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)
x = vec3.x;
y = vec3.y;
z = vec3.z;
}
public Vector3 ToVector3()
{
//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_001b: Unknown result type (might be due to invalid IL or missing references)
return new Vector3(x, y, z);
}
}
[BepInPlugin("RealisticGasLeak", "RealisticGasLeak", "1.0.0")]
[BepInDependency("NicholaScott.BepInEx.RuntimeNetcodeRPCValidator", "0.2.5")]
public class Plugin : BaseUnityPlugin
{
private NetcodeValidator netcodeValidator;
private void Awake()
{
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
//IL_0011: Expected O, but got Unknown
netcodeValidator = new NetcodeValidator("RealisticGasLeak");
netcodeValidator.PatchAll();
netcodeValidator.BindToPreExistingObjectByBehaviour<SmkNetworkManager, Terminal>();
((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin RealisticGasLeak is loaded!");
Harmony.CreateAndPatchAll(typeof(FlashlightPatch), "RealisticGasLeak");
}
}
public static class PluginInfo
{
public const string PLUGIN_GUID = "RealisticGasLeak";
public const string PLUGIN_NAME = "RealisticGasLeak";
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)
{
}
}
}