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 HarmonyLib;
using Microsoft.CodeAnalysis;
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(".NETFramework,Version=v4.7.1", FrameworkDisplayName = ".NET Framework 4.7.1")]
[assembly: AssemblyCompany("NoFallDamage")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("Your damages don't fall now!")]
[assembly: AssemblyFileVersion("1.1.0.0")]
[assembly: AssemblyInformationalVersion("1.1.0")]
[assembly: AssemblyProduct("NoFallDamage")]
[assembly: AssemblyTitle("NoFallDamage")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.1.0.0")]
[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 NoFallDamage
{
[BepInPlugin("com.Zahirgamer444.NoFallDamage", "NoFallDamage", "1.0.0")]
public class NoFallDamage : BaseUnityPlugin
{
[HarmonyPatch(typeof(CharacterMovement), "CheckFallDamage")]
public class Patch_NoFallDamage
{
[HarmonyPrefix]
public static bool CheckFallDamage(CharacterMovement __instance)
{
if (__instance.FallTime() > __instance.fallDamageTime)
{
float num = Mathf.Max(__instance.FallFactor(3f, 1.5f), 0.05f);
float num2 = num;
num = Mathf.Min(num, __instance.MaxVelDmg());
float num3 = num / num2;
if (num >= 0.025f)
{
Character componentInParent = ((Component)__instance).GetComponentInParent<Character>();
if ((Object)(object)componentInParent != (Object)null && componentInParent.IsLocal)
{
Character.localCharacter = componentInParent;
if (PassOutOnFall.Value)
{
Debug.Log((object)"[NoFallDamage] Fall damage canceled. Pass out due to falling.");
componentInParent.PassOutInstantly();
}
else
{
Debug.Log((object)"[NoFallDamage] Fall damage canceled.");
}
}
return false;
}
}
return false;
}
}
public static ConfigEntry<bool> PassOutOnFall;
public const string PLUGIN_GUID = "com.Zahirgamer444.NoFallDamage";
public const string PLUGIN_NAME = "NoFallDamage";
public const string PLUGIN_VERSION = "1.0.0";
private void Awake()
{
//IL_0037: Unknown result type (might be due to invalid IL or missing references)
//IL_003d: Expected O, but got Unknown
((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin com.Zahirgamer444.NoFallDamage is loaded! Yay");
PassOutOnFall = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "PassOut", false, "If true, you will pass out for a brief moment when you would've taken fall damage.");
Harmony val = new Harmony("com.Zahirgamer444.NoFallDamage");
val.PatchAll(Assembly.GetExecutingAssembly());
}
}
public static class PluginInfo
{
public const string PLUGIN_GUID = "NoFallDamage";
public const string PLUGIN_NAME = "NoFallDamage";
public const string PLUGIN_VERSION = "1.1.0";
}
}