Decompiled source of Campfire Safe Zone For Kins Chaotic Trials v1.0.5

BepInEx/plugins/Safe_Campfire.dll

Decompiled 3 weeks 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 System.Threading;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using KinsChaoticTrials;
using Microsoft.CodeAnalysis;
using Photon.Pun;
using UnityEngine;
using Zorro.Core;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("Safe_Campfire")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Safe_Campfire")]
[assembly: AssemblyTitle("Safe_Campfire")]
[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.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableAttribute : Attribute
	{
		public readonly byte[] NullableFlags;

		public NullableAttribute(byte P_0)
		{
			NullableFlags = new byte[1] { P_0 };
		}

		public NullableAttribute(byte[] P_0)
		{
			NullableFlags = P_0;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableContextAttribute : Attribute
	{
		public readonly byte Flag;

		public NullableContextAttribute(byte P_0)
		{
			Flag = P_0;
		}
	}
	[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 SafeCampfire
{
	[BepInPlugin("safecampfire", "Safe_Campfire", "1.0.0")]
	public class Plugin : BaseUnityPlugin
	{
		public enum FavorType
		{
			NoFavor = 1,
			Favor,
			Disfavor
		}

		internal static ConfigEntry<bool> targetPlayersAroundCampfire;

		internal static ConfigEntry<float> campfireSafetyDistance;

		internal static ConfigEntry<bool> targetPassedOutPlayers;

		internal static ConfigEntry<FavorType> highestPlayerFavor;

		internal static ConfigEntry<int> highestPlayerFavorPower;

		internal static ConfigEntry<FavorType> lowestPlayerFavor;

		internal static ConfigEntry<int> lowestPlayerFavorPower;

		internal static ConfigEntry<bool> gradientFavor;

		internal static ConfigEntry<bool> gradientExplanation1;

		internal static ConfigEntry<bool> gradientExplanation2;

		internal static ConfigEntry<int> gradientFavorPower;

		internal static ConfigEntry<float> raycastFrom;

		internal static ConfigEntry<bool> useCustomRaycastDirection;

		internal static ConfigEntry<float> custRayX;

		internal static ConfigEntry<float> custRayY;

		internal static ConfigEntry<float> custRayZ;

		internal static ConfigEntry<bool> includePrevCampfire;

		internal static ConfigEntry<bool> useCustomRaycastInSegments;

		internal static ManualLogSource Log { get; private set; }

		private void Awake()
		{
			//IL_015c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0166: Expected O, but got Unknown
			//IL_01f1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01fb: Expected O, but got Unknown
			//IL_022e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0238: Expected O, but got Unknown
			//IL_026b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0275: Expected O, but got Unknown
			//IL_029b: Unknown result type (might be due to invalid IL or missing references)
			//IL_02a1: Expected O, but got Unknown
			targetPlayersAroundCampfire = ((BaseUnityPlugin)this).Config.Bind<bool>("Targeting Options", "Target Players Around Campfire", false, (ConfigDescription)null);
			includePrevCampfire = ((BaseUnityPlugin)this).Config.Bind<bool>("Targeting Options", "Include Previous Campfire", true, (ConfigDescription)null);
			campfireSafetyDistance = ((BaseUnityPlugin)this).Config.Bind<float>("Targeting Options", "Campfire Safety Distance", 25f, (ConfigDescription)null);
			targetPassedOutPlayers = ((BaseUnityPlugin)this).Config.Bind<bool>("Targeting Options", "Target Passed Out Players", false, (ConfigDescription)null);
			highestPlayerFavor = ((BaseUnityPlugin)this).Config.Bind<FavorType>("Targeting Options", "Favor/Disfavor Highest Player (Favor Equals More Likely to be Targeted)", FavorType.NoFavor, (ConfigDescription)null);
			highestPlayerFavorPower = ((BaseUnityPlugin)this).Config.Bind<int>("Targeting Options", "Highest Player Favor Power", 1, (ConfigDescription)null);
			lowestPlayerFavor = ((BaseUnityPlugin)this).Config.Bind<FavorType>("Targeting Options", "Favor/Disfavor Lowest Player", FavorType.NoFavor, (ConfigDescription)null);
			lowestPlayerFavorPower = ((BaseUnityPlugin)this).Config.Bind<int>("Targeting Options", "Lowest Player Favor Power", 1, (ConfigDescription)null);
			gradientFavor = ((BaseUnityPlugin)this).Config.Bind<bool>("Targeting Options", "Gradient Favor", false, (ConfigDescription)null);
			gradientExplanation1 = ((BaseUnityPlugin)this).Config.Bind<bool>("Targeting Options", "^^^ If true, overall higher and lower players will be favored/disfavored instead of just a singular one,", true, (ConfigDescription)null);
			gradientExplanation2 = ((BaseUnityPlugin)this).Config.Bind<bool>("Targeting Options", "this does not use the previous favor power settings but it will use the previous favor/disfavor settings set", true, (ConfigDescription)null);
			gradientFavorPower = ((BaseUnityPlugin)this).Config.Bind<int>("Targeting Options", "Gradient Power", 3, new ConfigDescription("", (AcceptableValueBase)(object)new AcceptableValueRange<int>(2, 50), Array.Empty<object>()));
			raycastFrom = ((BaseUnityPlugin)this).Config.Bind<float>("Raycast Options", "Raycast Distance", 50f, (ConfigDescription)null);
			useCustomRaycastInSegments = ((BaseUnityPlugin)this).Config.Bind<bool>("Raycast Options", "Use Custom Raycast in Kiln", false, (ConfigDescription)null);
			useCustomRaycastDirection = ((BaseUnityPlugin)this).Config.Bind<bool>("Raycast Options", "Use Custom Raycast Direction", false, (ConfigDescription)null);
			custRayX = ((BaseUnityPlugin)this).Config.Bind<float>("Raycast Options", "Custom Direction X", 0f, new ConfigDescription("", (AcceptableValueBase)(object)new AcceptableValueRange<float>(-1f, 1f), Array.Empty<object>()));
			custRayY = ((BaseUnityPlugin)this).Config.Bind<float>("Raycast Options", "Custom Direction Y", -0.75f, new ConfigDescription("", (AcceptableValueBase)(object)new AcceptableValueRange<float>(-1f, 1f), Array.Empty<object>()));
			custRayZ = ((BaseUnityPlugin)this).Config.Bind<float>("Raycast Options", "Custom Direction Z", 1f, new ConfigDescription("", (AcceptableValueBase)(object)new AcceptableValueRange<float>(-1f, 1f), Array.Empty<object>()));
			Log = ((BaseUnityPlugin)this).Logger;
			Log.LogInfo((object)"Plugin Safe Campfire is loaded!");
			Harmony val = new Harmony("safecampfire");
			val.PatchAll();
		}
	}
	[HarmonyPatch(typeof(MapHandler), "Awake")]
	public static class AddHighestandLowestPlayerHandler
	{
		public static void Prefix(MapHandler __instance)
		{
			((Component)__instance).gameObject.AddComponent<HighestandLowestPlayer>();
		}
	}
	public class HighestandLowestPlayer : MonoBehaviour
	{
		public static HighestandLowestPlayer Instance;

		public Character HighestPlayer;

		public Character LowestPlayer;

		public List<Character> PlayersUnsafe = new List<Character>();

		public float Timer;

		internal void Awake()
		{
			Instance = this;
		}

		internal void FixedUpdate()
		{
			//IL_0068: Unknown result type (might be due to invalid IL or missing references)
			//IL_0078: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d2: Unknown result type (might be due to invalid IL or missing references)
			Timer += Time.fixedDeltaTime;
			if (!(Timer > 3f))
			{
				return;
			}
			Timer = 0f;
			PlayersUnsafe.Clear();
			foreach (Character allCharacter in Character.AllCharacters)
			{
				if ((Object)(object)HighestPlayer == (Object)null || allCharacter.Center.y > HighestPlayer.Center.y)
				{
					HighestPlayer = allCharacter;
				}
				if ((Object)(object)LowestPlayer == (Object)null || allCharacter.Center.y < LowestPlayer.Center.y)
				{
					LowestPlayer = allCharacter;
				}
				if (!TheCampfires.IsSafe(allCharacter.Center) && (Plugin.targetPassedOutPlayers.Value || !allCharacter.data.passedOut))
				{
					PlayersUnsafe.Add(allCharacter);
				}
			}
		}
	}
	internal static class TheCampfires
	{
		public static bool stopDontQueue;

		public static bool IsSafe(Vector3 charCenter)
		{
			//IL_0014: Unknown result type (might be due to invalid IL or missing references)
			//IL_0045: Unknown result type (might be due to invalid IL or missing references)
			if (Plugin.targetPlayersAroundCampfire.Value)
			{
				return false;
			}
			if (DistanceToCampfire(charCenter, Singleton<MapHandler>.Instance.currentSegment) < Plugin.campfireSafetyDistance.Value)
			{
				return true;
			}
			if (Plugin.includePrevCampfire.Value && DistanceToCampfire(charCenter, Singleton<MapHandler>.Instance.currentSegment - 1) < Plugin.campfireSafetyDistance.Value)
			{
				return true;
			}
			return false;
		}

		public static float DistanceToCampfire(Vector3 position, int currentSeg)
		{
			//IL_002f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0035: Invalid comparison between Unknown and I4
			//IL_000a: Unknown result type (might be due to invalid IL or missing references)
			//IL_001c: Unknown result type (might be due to invalid IL or missing references)
			//IL_005a: Unknown result type (might be due to invalid IL or missing references)
			//IL_006b: Unknown result type (might be due to invalid IL or missing references)
			if (currentSeg == -1)
			{
				return Vector3.Distance(position, Singleton<MapHandler>.Instance.segments[0].reconnectSpawnPos.position);
			}
			if ((int)Singleton<MapHandler>.Instance.GetCurrentSegment() == 4 || (Object)(object)MapHandler.GetCampfireRoot(currentSeg).GetComponentInChildren<Campfire>() == (Object)null)
			{
				return float.MaxValue;
			}
			return Vector3.Distance(position, ((Component)MapHandler.GetCampfireRoot(currentSeg).GetComponentInChildren<Campfire>()).transform.position);
		}

		public static async void TryCleanup()
		{
			if (stopDontQueue)
			{
				return;
			}
			stopDontQueue = true;
			await Awaitable.NextFrameAsync(default(CancellationToken));
			RemoveAfterSeconds[] allChaos = Object.FindObjectsByType<RemoveAfterSeconds>((FindObjectsSortMode)0);
			RemoveAfterSeconds[] array = allChaos;
			foreach (RemoveAfterSeconds r in array)
			{
				if (((Component)r).transform.position.y <= 0f)
				{
					PhotonNetwork.Destroy(((Component)r).gameObject);
				}
			}
			stopDontQueue = false;
		}
	}
	[HarmonyPatch(typeof(KinsChaoticTrials), "GetRandomLocationNearPlayer")]
	internal static class TargetingPatch
	{
		[HarmonyPrefix]
		internal static bool Prefix(KinsChaoticTrials __instance, ref Vector3 __result, float min_distance, float max_distance)
		{
			//IL_0001: Unknown result type (might be due to invalid IL or missing references)
			//IL_0007: Expected O, but got Unknown
			//IL_0342: Unknown result type (might be due to invalid IL or missing references)
			//IL_034d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0286: Unknown result type (might be due to invalid IL or missing references)
			//IL_028b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0143: Unknown result type (might be due to invalid IL or missing references)
			//IL_06e7: Unknown result type (might be due to invalid IL or missing references)
			//IL_06ec: Unknown result type (might be due to invalid IL or missing references)
			//IL_03e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_03ec: Unknown result type (might be due to invalid IL or missing references)
			//IL_0707: Unknown result type (might be due to invalid IL or missing references)
			//IL_070d: Invalid comparison between Unknown and I4
			//IL_05ab: Unknown result type (might be due to invalid IL or missing references)
			//IL_05b5: Expected O, but got Unknown
			//IL_05b7: Unknown result type (might be due to invalid IL or missing references)
			//IL_05c1: Expected O, but got Unknown
			//IL_0735: Unknown result type (might be due to invalid IL or missing references)
			//IL_0749: Unknown result type (might be due to invalid IL or missing references)
			//IL_074e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0755: Unknown result type (might be due to invalid IL or missing references)
			//IL_075a: Unknown result type (might be due to invalid IL or missing references)
			//IL_071e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0725: Unknown result type (might be due to invalid IL or missing references)
			//IL_072a: Unknown result type (might be due to invalid IL or missing references)
			//IL_04a4: Unknown result type (might be due to invalid IL or missing references)
			//IL_04af: Unknown result type (might be due to invalid IL or missing references)
			//IL_05eb: Unknown result type (might be due to invalid IL or missing references)
			//IL_05fc: Unknown result type (might be due to invalid IL or missing references)
			//IL_051b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0526: Unknown result type (might be due to invalid IL or missing references)
			//IL_062d: Unknown result type (might be due to invalid IL or missing references)
			//IL_063e: Unknown result type (might be due to invalid IL or missing references)
			Character val = new Character();
			if (!Plugin.gradientFavor.Value || (Plugin.highestPlayerFavor.Value == Plugin.FavorType.NoFavor && Plugin.lowestPlayerFavor.Value == Plugin.FavorType.NoFavor))
			{
				int num = 10;
				int num2 = 0;
				int num3 = 0;
				switch (Plugin.highestPlayerFavor.Value)
				{
				case Plugin.FavorType.Favor:
					num += Plugin.highestPlayerFavorPower.Value;
					num2 += Plugin.highestPlayerFavorPower.Value;
					break;
				case Plugin.FavorType.Disfavor:
					num += Plugin.highestPlayerFavorPower.Value;
					num3 += Plugin.highestPlayerFavorPower.Value;
					break;
				}
				switch (Plugin.lowestPlayerFavor.Value)
				{
				case Plugin.FavorType.Favor:
					num += Plugin.lowestPlayerFavorPower.Value;
					num2 += Plugin.lowestPlayerFavorPower.Value;
					break;
				case Plugin.FavorType.Disfavor:
					num += Plugin.lowestPlayerFavorPower.Value;
					num3 += Plugin.lowestPlayerFavorPower.Value;
					break;
				}
				bool flag = false;
				while (num > 0 && !flag)
				{
					flag = true;
					val = Util.RandomSelection<Character>((IEnumerable<Character>)Character.AllCharacters, (Func<Character, int>)((Character character) => Convert.ToInt32(!character.data.dead)));
					if ((!Plugin.targetPassedOutPlayers.Value && val.data.passedOut) || TheCampfires.IsSafe(val.Center) || (Object)(object)val == (Object)null)
					{
						flag = false;
					}
					if (HighestandLowestPlayer.Instance.PlayersUnsafe.Count > 1)
					{
						if (Plugin.highestPlayerFavor.Value == Plugin.FavorType.Favor && (Object)(object)val != (Object)(object)HighestandLowestPlayer.Instance.HighestPlayer && num2 > 0)
						{
							num2--;
							flag = false;
						}
						else if (Plugin.highestPlayerFavor.Value == Plugin.FavorType.Disfavor && (Object)(object)val == (Object)(object)HighestandLowestPlayer.Instance.HighestPlayer && num3 > 0)
						{
							num3--;
							flag = false;
						}
						if (Plugin.lowestPlayerFavor.Value == Plugin.FavorType.Favor && (Object)(object)val != (Object)(object)HighestandLowestPlayer.Instance.LowestPlayer && num2 > 0)
						{
							num2--;
							flag = false;
						}
						else if (Plugin.lowestPlayerFavor.Value == Plugin.FavorType.Disfavor && (Object)(object)val == (Object)(object)HighestandLowestPlayer.Instance.LowestPlayer && num3 > 0)
						{
							num3--;
							flag = false;
						}
					}
					num--;
				}
				if (!flag)
				{
					__result = Vector3.zero;
					return false;
				}
			}
			else
			{
				List<Character> list = new List<Character>();
				for (int i = 0; i < Plugin.gradientFavorPower.Value; i++)
				{
					list.Add(Util.RandomSelection<Character>((IEnumerable<Character>)HighestandLowestPlayer.Instance.PlayersUnsafe, (Func<Character, int>)((Character character) => Convert.ToInt32(!character.data.dead))));
				}
				if (Plugin.highestPlayerFavor.Value == Plugin.FavorType.Favor || Plugin.lowestPlayerFavor.Value == Plugin.FavorType.Disfavor)
				{
					foreach (Character item in list)
					{
						if ((Object)(object)val == (Object)null || (item.Center.y > val.Center.y && HighestandLowestPlayer.Instance.PlayersUnsafe.Contains(item)))
						{
							val = item;
						}
					}
				}
				else if (Plugin.highestPlayerFavor.Value == Plugin.FavorType.Disfavor || Plugin.lowestPlayerFavor.Value == Plugin.FavorType.Favor)
				{
					foreach (Character item2 in list)
					{
						if ((Object)(object)val == (Object)null || (item2.Center.y < val.Center.y && HighestandLowestPlayer.Instance.PlayersUnsafe.Contains(item2)))
						{
							val = item2;
						}
					}
				}
				if (Plugin.highestPlayerFavor.Value == Plugin.FavorType.Favor && Plugin.highestPlayerFavor.Value == Plugin.lowestPlayerFavor.Value)
				{
					switch (Random.Range(0, 2))
					{
					case 0:
						foreach (Character item3 in list)
						{
							if ((Object)(object)val == (Object)null || (item3.Center.y > val.Center.y && HighestandLowestPlayer.Instance.PlayersUnsafe.Contains(item3)))
							{
								val = item3;
							}
						}
						break;
					case 1:
						foreach (Character item4 in list)
						{
							if ((Object)(object)val == (Object)null || (item4.Center.y < val.Center.y && HighestandLowestPlayer.Instance.PlayersUnsafe.Contains(item4)))
							{
								val = item4;
							}
						}
						break;
					}
				}
				if (Plugin.highestPlayerFavor.Value == Plugin.FavorType.Disfavor && Plugin.highestPlayerFavor.Value == Plugin.lowestPlayerFavor.Value)
				{
					Character HighestPlayer = new Character();
					Character LowestPlayer = new Character();
					foreach (Character item5 in list)
					{
						if ((Object)(object)HighestPlayer == (Object)null || item5.Center.y > HighestPlayer.Center.y)
						{
							HighestPlayer = item5;
						}
						if ((Object)(object)LowestPlayer == (Object)null || item5.Center.y < LowestPlayer.Center.y)
						{
							LowestPlayer = item5;
						}
					}
					val = Util.RandomSelection<Character>((IEnumerable<Character>)HighestandLowestPlayer.Instance.PlayersUnsafe, (Func<Character, int>)((Character character) => Convert.ToInt32((Object)(object)character != (Object)(object)HighestPlayer && (Object)(object)character != (Object)(object)LowestPlayer)));
					if ((Object)(object)val == (Object)null)
					{
						switch (Random.Range(0, 2))
						{
						case 0:
							val = LowestPlayer;
							break;
						case 1:
							val = HighestPlayer;
							break;
						}
					}
				}
			}
			if ((Object)(object)val == (Object)null)
			{
				__result = Vector3.zero;
				return false;
			}
			if (Plugin.useCustomRaycastInSegments.Value || (int)Singleton<MapHandler>.Instance.GetCurrentSegment() != 4)
			{
				__result = KinsChaoticTrials.GetRandomLocationNearLocation(val.Center, min_distance, max_distance);
			}
			else
			{
				__result = KinsChaoticTrials.GetRandomLocationNearLocation(val.Center + new Vector3(0f, 300f, 0f), min_distance, max_distance);
			}
			return false;
		}
	}
	[HarmonyPatch(typeof(KinsChaoticTrials), "GetRandomLocationNearLocation")]
	internal static class RandomLocationPatch
	{
		internal static bool Prefix(KinsChaoticTrials __instance, Vector3 position, float min_distance, float max_distance, ref Vector3 __result)
		{
			//IL_0012: Unknown result type (might be due to invalid IL or missing references)
			//IL_0018: Invalid comparison between Unknown and I4
			//IL_0070: Unknown result type (might be due to invalid IL or missing references)
			//IL_0071: Unknown result type (might be due to invalid IL or missing references)
			//IL_0072: Unknown result type (might be due to invalid IL or missing references)
			//IL_0077: Unknown result type (might be due to invalid IL or missing references)
			//IL_0079: Unknown result type (might be due to invalid IL or missing references)
			//IL_007a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0080: Unknown result type (might be due to invalid IL or missing references)
			//IL_0085: Unknown result type (might be due to invalid IL or missing references)
			//IL_008a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0134: Unknown result type (might be due to invalid IL or missing references)
			//IL_0136: Unknown result type (might be due to invalid IL or missing references)
			//IL_0138: Unknown result type (might be due to invalid IL or missing references)
			//IL_013d: Unknown result type (might be due to invalid IL or missing references)
			//IL_013f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0141: Unknown result type (might be due to invalid IL or missing references)
			//IL_014d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0152: Unknown result type (might be due to invalid IL or missing references)
			//IL_0156: Unknown result type (might be due to invalid IL or missing references)
			//IL_015d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0167: Unknown result type (might be due to invalid IL or missing references)
			//IL_016c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0171: Unknown result type (might be due to invalid IL or missing references)
			bool flag = (!Plugin.useCustomRaycastInSegments.Value && (int)Singleton<MapHandler>.Instance.GetCurrentSegment() == 4) || !Plugin.useCustomRaycastDirection.Value;
			if (!flag)
			{
				float value = Plugin.raycastFrom.Value;
				Vector3 val = default(Vector3);
				((Vector3)(ref val))..ctor((0f - Plugin.custRayX.Value) * value, (0f - Plugin.custRayY.Value) * value, (0f - Plugin.custRayZ.Value) * value);
				Vector3 val2 = position + val;
				Vector3 val3 = position - val * 50f;
				Vector3 val4 = default(Vector3);
				((Vector3)(ref val4))..ctor(Random.Range(min_distance, max_distance), Random.Range(min_distance, max_distance), Random.Range(min_distance, max_distance));
				if (Random.Range(0f, 1f) < 0.5f)
				{
					val4.x *= -1f;
				}
				if (Random.Range(0f, 1f) < 0.5f)
				{
					val4.y *= -1f;
				}
				if (Random.Range(0f, 1f) < 0.5f)
				{
					val4.z *= -1f;
				}
				RaycastHit val5 = HelperFunctions.LineCheck(val2 + val4, val3 + val4, (LayerType)1, 0f, (QueryTriggerInteraction)1);
				__result = ((RaycastHit)(ref val5)).point - ((Vector3)(ref val)).normalized * 2f;
				return false;
			}
			return flag;
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}