using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
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=v4.8.1", FrameworkDisplayName = ".NET Framework 4.8.1")]
[assembly: AssemblyCompany("SlightlyCasualStamina")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("A stamina multiplication plugin (for less or more)")]
[assembly: AssemblyTitle("SlightlyCasualStamina")]
[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 SlightlyCasualStamina
{
[BepInPlugin("saitelait.slightlycasualstamina", "Slightly Casual Stamina", "1.0.0")]
public class Plugin : BaseUnityPlugin
{
[HarmonyPatch(typeof(Character), "UseStamina")]
public static class ModifyStaminaUsagePatch
{
private static void Prefix(ref float usage)
{
usage *= staminaUsageMultiplier.Value;
}
}
[HarmonyPatch(typeof(Character), "UpdateVariablesFixed")]
public static class ModifyStaminaRegenPatch
{
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
List<CodeInstruction> list = new List<CodeInstruction>(instructions);
for (int i = 0; i < list.Count; i++)
{
if (list[i].opcode == OpCodes.Call && list[i].operand is MethodInfo methodInfo && methodInfo.Name == "AddStamina")
{
int num = i - 2;
if (num > 0 && list[num].opcode == OpCodes.Ldc_R4 && Mathf.Approximately((float)list[num].operand, 0.2f))
{
float num2 = (float)list[num].operand;
list[num].operand = num2 * staminaRegenMultiplier.Value;
break;
}
}
}
return list.AsEnumerable();
}
}
[HarmonyPatch(typeof(Character), "CanRegenStamina")]
public static class ModifyRegenDelayPatch
{
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
List<CodeInstruction> list = new List<CodeInstruction>(instructions);
for (int i = 0; i < list.Count; i++)
{
if (list[i].opcode == OpCodes.Ldc_R4 && Mathf.Approximately((float)list[i].operand, 2f))
{
list[i].operand = 2f * staminaExhaustionDelayMultiplier.Value;
break;
}
}
return list.AsEnumerable();
}
}
private static ConfigEntry<float> staminaUsageMultiplier;
private static ConfigEntry<float> staminaRegenMultiplier;
private static ConfigEntry<float> staminaExhaustionDelayMultiplier;
private void Awake()
{
//IL_0072: Unknown result type (might be due to invalid IL or missing references)
//IL_0078: Expected O, but got Unknown
staminaUsageMultiplier = ((BaseUnityPlugin)this).Config.Bind<float>("Slightly Casual Stamina", "UsageMultiplier", 0.65f, "Multiplier for stamina usage.");
staminaRegenMultiplier = ((BaseUnityPlugin)this).Config.Bind<float>("Slightly Casual Stamina", "RegenMultiplier", 2f, "Multiplier for the stamina regeneration rate.");
staminaExhaustionDelayMultiplier = ((BaseUnityPlugin)this).Config.Bind<float>("Slightly Casual Stamina", "ExhaustionDelayMultiplier", 0.4f, "Multiplier for the stamina regeneration delay.");
Harmony val = new Harmony("saitelait.slightlycasualstamina");
val.PatchAll();
}
}
public static class Consts
{
public const string PLUGIN_GUID = "saitelait.slightlycasualstamina";
public const string PLUGIN_NAME = "Slightly Casual Stamina";
public const string PLUGIN_VERSION = "1.0.0";
}
}