Decompiled source of specopsplus v1.0.0

specopsplus.dll

Decompiled 10 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using RavenM;
using Ravenfield.SpecOps;
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=v4.6", FrameworkDisplayName = ".NET Framework 4.6")]
[assembly: AssemblyCompany("specopsplus")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("specopsplus")]
[assembly: AssemblyTitle("specopsplus")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace specopsplus;

[BepInDependency(/*Could not decode attribute arguments.*/)]
[BepInPlugin("com.personperhaps.specopsplus", "specopsplus", "0.1")]
public class SpecOpsPlus : BaseUnityPlugin
{
	[HarmonyPatch(typeof(SpecOpsMode), "SetDifficultyFlags")]
	public class DifficultyPatch
	{
		public static void Postfix(SpecOpsMode __instance)
		{
			SetPrivateVar<int>("nInfantryPatrols", __instance, (int)Mathf.Ceil((float)(GameManager.GameParameters().actorCount / 40 + (int)Mathf.Ceil((float)(ActorManager.instance.spawnPoints.Length / 3)) * InfantryPatrolCountMultiplier.Value)));
		}
	}

	[HarmonyPatch(typeof(IngameDialog), "PrintActorText", new Type[]
	{
		typeof(string),
		typeof(string),
		typeof(string),
		typeof(float),
		typeof(AudioClip),
		typeof(bool)
	})]
	public class DialogPatch
	{
		public static void Prefix(IngameDialog __instance, string actorPose, ref string text, string overrideName, float noiseAmount, AudioClip blipSoundOverride, bool blipOneShot)
		{
			if (text == "TALON, the mission is go.")
			{
				text = "TALON, please go silent i beg of you please i will literally give you this random rock i found in my backyard and this dead rat.";
			}
			if (text == "Move swiftly and quietly.")
			{
				text = "Move swiftly and quietly (pretty please)\n :)";
			}
			if (text == "I'm in position with eyes on TALON.")
			{
				text = "No I can't read.\n Sorry";
			}
			if (text == "Great!\nEYES will be relaying enemy movement.")
			{
				text = "What?";
			}
			if (text == "That should give you an edge today.")
			{
				text = "Huh.";
			}
		}
	}

	[HarmonyPatch(typeof(GameModeBase), "Win")]
	public class WinTeamPatch
	{
		public static void Prefix(GameModeBase __instance)
		{
			//IL_0083: Unknown result type (might be due to invalid IL or missing references)
			//IL_007c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0088: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
			if (!GameCheck())
			{
				return;
			}
			List<Actor> allPlayers = IngameNetManager.instance.GetPlayers();
			List<ScoreboardActorEntry> list = GetPrivateVar<Dictionary<int, List<ScoreboardActorEntry>>>("entriesOfTeam", ScoreboardUi.instance)[((SpecOpsMode)((__instance is SpecOpsMode) ? __instance : null)).attackingTeam].Where((ScoreboardActorEntry x) => allPlayers.Contains(x.actor)).ToList();
			foreach (ScoreboardActorEntry item in list)
			{
				Color val = (item.actor.dead ? Color.red : Color.white);
				ChatManager.instance.PushCommandChatMessage($"{item.actor.name}: {item.kills} kills, {item.deaths} deaths", val, false, true);
			}
		}
	}

	public class VultureSquad
	{
		public Squad squad;

		public bool died = false;

		private void Update()
		{
			if (!died && squad.members.All((ActorController x) => x.actor.dead))
			{
				died = true;
			}
		}
	}

	[HarmonyPatch(typeof(CapturePoint), "RandomPatrolPosition")]
	public class PatrolFix
	{
		public static Vector3 RandomPositionInCaptureZone(SpawnPoint __instance)
		{
			//IL_0001: Unknown result type (might be due to invalid IL or missing references)
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0010: Unknown result type (might be due to invalid IL or missing references)
			//IL_0017: 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_0027: Unknown result type (might be due to invalid IL or missing references)
			//IL_002d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0032: Unknown result type (might be due to invalid IL or missing references)
			//IL_0037: Unknown result type (might be due to invalid IL or missing references)
			//IL_0038: Unknown result type (might be due to invalid IL or missing references)
			//IL_0039: Unknown result type (might be due to invalid IL or missing references)
			//IL_0043: Unknown result type (might be due to invalid IL or missing references)
			//IL_0048: Unknown result type (might be due to invalid IL or missing references)
			//IL_004d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0052: Unknown result type (might be due to invalid IL or missing references)
			//IL_006e: Unknown result type (might be due to invalid IL or missing references)
			//IL_006f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0065: Unknown result type (might be due to invalid IL or missing references)
			//IL_006a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0073: Unknown result type (might be due to invalid IL or missing references)
			Vector2 val = Random.insideUnitCircle * 50f;
			Vector3 val2 = ((Component)__instance).transform.position + new Vector3(val.x, 0f, val.y);
			RaycastHit val3 = default(RaycastHit);
			if (Physics.Raycast(new Ray(val2 + Vector3.up * 3f, Vector3.down), ref val3))
			{
				return ((RaycastHit)(ref val3)).point;
			}
			return val2;
		}

		public static Vector3 RandomPatrolPosition(SpawnPoint __instance)
		{
			//IL_0022: Unknown result type (might be due to invalid IL or missing references)
			//IL_0027: Unknown result type (might be due to invalid IL or missing references)
			//IL_0019: Unknown result type (might be due to invalid IL or missing references)
			//IL_001e: Unknown result type (might be due to invalid IL or missing references)
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			if ((Object)(object)__instance.spawnpointContainer != (Object)null)
			{
				return __instance.RandomSpawnPointPosition(__instance.spawnpointContainer);
			}
			return RandomPositionInCaptureZone(__instance);
		}

		public static bool Prefix(CapturePoint __instance, ref Vector3 __result)
		{
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0030: Unknown result type (might be due to invalid IL or missing references)
			//IL_0032: Unknown result type (might be due to invalid IL or missing references)
			//IL_0033: 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_0021: Unknown result type (might be due to invalid IL or missing references)
			if (GameCheck())
			{
				if (Random.Range(0, 4) > 1)
				{
					__result = RandomPatrolPosition((SpawnPoint)(object)__instance);
				}
				else
				{
					Vector3 val = RandomPositionInCaptureZone((SpawnPoint)(object)__instance);
					__result = val;
				}
				return false;
			}
			return true;
		}
	}

	[HarmonyPatch(typeof(SpecOpsMode), "SpawnScenarios")]
	public class SpawnScenariosPatch
	{
		private static bool ActivateScenario(SpecOpsScenario scenario, SpawnPoint spawn, SpecOpsMode __instance)
		{
			try
			{
				Debug.LogFormat("Initializing {0} at {1}", new object[2] { scenario, spawn.shortName });
				scenario.Initialize(__instance, spawn);
				spawn.SetGhost(false);
			}
			catch (Exception ex)
			{
				Debug.LogException(ex);
				return false;
			}
			__instance.activeScenarios.Add(scenario);
			if (!__instance.scenarioAtSpawn.ContainsKey(spawn))
			{
				__instance.scenarioAtSpawn.Add(spawn, scenario);
			}
			__instance.activeObjectives.Add((SpecOpsObjective)(object)scenario);
			return false;
		}

		public static bool Prefix(SpecOpsMode __instance, ref List<SpawnPoint> __result)
		{
			//IL_001e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0028: Expected O, but got Unknown
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0034: Expected O, but got Unknown
			//IL_0036: Unknown result type (might be due to invalid IL or missing references)
			//IL_0040: Expected O, but got Unknown
			//IL_0042: Unknown result type (might be due to invalid IL or missing references)
			//IL_004c: Expected O, but got Unknown
			//IL_004e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0058: Expected O, but got Unknown
			//IL_005a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0064: Expected O, but got Unknown
			//IL_0066: Unknown result type (might be due to invalid IL or missing references)
			//IL_0070: Expected O, but got Unknown
			//IL_0072: Unknown result type (might be due to invalid IL or missing references)
			//IL_007c: Expected O, but got Unknown
			//IL_02ea: Unknown result type (might be due to invalid IL or missing references)
			if (!GameCheck())
			{
				return true;
			}
			List<SpecOpsScenario> list = new List<SpecOpsScenario>
			{
				(SpecOpsScenario)new DestroyScenario(),
				(SpecOpsScenario)new AssassinateScenario(),
				(SpecOpsScenario)new ClearScenario(),
				(SpecOpsScenario)new SabotageScenario(),
				(SpecOpsScenario)new AssassinateScenario(),
				(SpecOpsScenario)new ClearScenario(),
				(SpecOpsScenario)new AssassinateScenario(),
				(SpecOpsScenario)new ClearScenario()
			};
			__instance.activeScenarios = new List<SpecOpsScenario>();
			__instance.activePatrols = new List<SpecOpsPatrol>();
			__instance.activeObjectives = new List<SpecOpsObjective>();
			List<SpawnPoint> list2 = new List<SpawnPoint>(ActorManager.instance.spawnPoints);
			int num = GameManager.GameParameters().gameLength + 10;
			int num2 = list2.Count;
			if ((bool)typeof(SpecOpsMode).GetField("tinyMap", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(__instance))
			{
				num2--;
			}
			num = Mathf.Min(num, num2);
			__instance.scenarioAtSpawn = new Dictionary<SpawnPoint, SpecOpsScenario>();
			IEnumerable<SpawnPoint> source = list2.Where((SpawnPoint s) => s.vehicleSpawners.Any((VehicleSpawner spawner) => (Object)(object)spawner.GetPrefab() != (Object)null));
			IEnumerable<SpawnPoint> source2 = source.Where((SpawnPoint s) => s.vehicleSpawners.Any((VehicleSpawner spawner) => (Object)(object)spawner.GetPrefab() != (Object)null && DestroyScenario.IsHighValueType(spawner.typeToSpawn)));
			List<SpawnPoint> list3 = ((source2.Count() > 0) ? source2.ToList() : source.ToList());
			List<SpecOpsScenario> list4 = new List<SpecOpsScenario>();
			for (int i = 0; i < num; i++)
			{
				if (list.Count == 0)
				{
					break;
				}
				if (list2.Count == 0)
				{
					break;
				}
				SpecOpsScenario val = PickRandomEntry(list);
				list.Remove(val);
				if (val is DestroyScenario)
				{
					if (list3.Count() == 0)
					{
						num++;
						continue;
					}
					SpawnPoint val2 = PickRandomEntry(list3);
					list2.Remove(val2);
					if (!ActivateScenario(val, val2, __instance))
					{
						Debug.LogFormat("Failed to initialize scenario {0}, replace it with a new scenario", new object[1] { val });
						num++;
					}
				}
				else
				{
					list4.Add(val);
				}
			}
			foreach (SpecOpsScenario item in list4)
			{
				if (list2.Count > 0)
				{
					SpawnPoint val3 = PickRandomEntry(list2);
					list2.Remove(val3);
					ActivateScenario(item, val3, __instance);
					Debug.Log((object)("Activated point: " + ((Object)((SpecOpsObjective)item).objective).name + ", " + ((Object)val3).name));
				}
			}
			ObjectiveUi.SortEntries();
			__result = list2;
			heat = 0;
			Debug.Log((object)"FinishedLoading");
			SetPrivateVar<TimedAction>("flareCooldown", __instance, (object)new TimedAction((float)FlareDelay.Value, false));
			return false;
		}
	}

	[HarmonyPatch(typeof(SpecOpsScenario), "SpawnActors")]
	public class ScenarioPatrolPatch
	{
		public static void Prefix(SpecOpsScenario __instance, SpawnPoint spawn, int team, ref int count)
		{
			if (GameCheck())
			{
				int num = count;
				count = (int)Mathf.Ceil((float)(GameManager.GameParameters().actorCount / 5));
				if (count <= 0)
				{
					count = num;
				}
			}
		}
	}

	[HarmonyPatch(typeof(ExfilHelicopter), "SpawnHelicopter")]
	public class HeliFix
	{
		public static void Postfix(ExfilHelicopter __instance, Vector3 spawnPosition, Vector3 approachDirection)
		{
			//IL_002f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0035: Expected O, but got Unknown
			if (!GameCheck())
			{
				return;
			}
			Helicopter val = (Helicopter)typeof(ExfilHelicopter).GetField("helicopter", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(__instance);
			((Vehicle)val).isInvulnerable = false;
			((Vehicle)val).canBeTakenOverByPlayerSquad = false;
			((Vehicle)val).countermeasuresCooldown = 0f;
			((Vehicle)val).allowPlayerSeatSwap = true;
			((Vehicle)val).allowPlayerSeatChange = true;
			((Vehicle)val).maxHealth = 1000000f;
			((Vehicle)val).health = 1000000f;
			foreach (Seat seat in ((Vehicle)val).seats)
			{
				seat.allowUnderwater = true;
			}
		}
	}

	[HarmonyPatch(typeof(ExfilHelicopter), "Update")]
	public class HeliPickupFix
	{
		public static void Postfix(ExfilHelicopter __instance)
		{
			//IL_0036: Unknown result type (might be due to invalid IL or missing references)
			//IL_0040: Expected O, but got Unknown
			if (GameCheck())
			{
				Helicopter helicopter = (Helicopter)typeof(ExfilHelicopter).GetField("helicopter", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(__instance);
				if ((from x in IngameNetManager.instance.GetPlayers()
					where !x.dead
					select x).All((Actor x) => (Object)(object)x.seat != (Object)null && (Object)(object)x.seat.vehicle == (Object)(object)helicopter) || ((Vehicle)helicopter).IsFull())
				{
					typeof(ExfilHelicopter).GetMethod("CompleteExfiltration", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(__instance, null);
				}
			}
		}
	}

	[HarmonyPatch(typeof(SpecOpsPatrol), "Update")]
	public class SpecOpsPatrolFlarePatch
	{
		public static TimedAction patrolFlareStartup = new TimedAction(13f, false);

		public static Dictionary<SpecOpsPatrol, bool> alertedPatrols = new Dictionary<SpecOpsPatrol, bool>();

		public static void Postfix(SpecOpsPatrol __instance)
		{
			//IL_0117: Unknown result type (might be due to invalid IL or missing references)
			//IL_011c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0150: Unknown result type (might be due to invalid IL or missing references)
			if (!GameCheck() || __instance.squad == null || __instance.squad.members.Count <= 0)
			{
				return;
			}
			if (!alertedPatrols.ContainsKey(__instance))
			{
				alertedPatrols.Add(__instance, value: false);
			}
			else if ((__instance.squad.AnyMemberHasSpottedTarget() || __instance.squad.isAlert) && !alertedPatrols[__instance])
			{
				((TimedAction)(ref patrolFlareStartup)).Start();
				alertedPatrols[__instance] = true;
			}
			if (((SpecOpsObjective)__instance).specOps.FlareIsOnCooldown() || !__instance.squad.AnyMemberHasSpottedTarget() || !((TimedAction)(ref patrolFlareStartup)).TrueDone())
			{
				return;
			}
			foreach (AiActorController aiMember in __instance.squad.aiMembers)
			{
				if (!((ActorController)aiMember).HasSpottedTarget() && !Physics.Raycast(((ActorController)aiMember).actor.CenterPosition(), Vector3.up, 2232321f))
				{
					((SpecOpsObjective)__instance).specOps.FireFlare(((ActorController)aiMember).actor, ActorManager.ClosestSpawnPoint(((ActorController)aiMember).actor.Position()));
					break;
				}
			}
		}
	}

	[HarmonyPatch(typeof(SpecOpsPatrol), "SpawnSquad")]
	public class PatrolSpawnPatch
	{
		public static bool Prefix(SpecOpsPatrol __instance)
		{
			//IL_003d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0042: Unknown result type (might be due to invalid IL or missing references)
			//IL_004e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0053: Unknown result type (might be due to invalid IL or missing references)
			//IL_005e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0064: Invalid comparison between Unknown and I4
			//IL_00af: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b5: Invalid comparison between Unknown and I4
			//IL_0087: 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_008d: 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_00a0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cc: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ce: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cf: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01a0: Unknown result type (might be due to invalid IL or missing references)
			//IL_01a1: Unknown result type (might be due to invalid IL or missing references)
			//IL_024c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0256: Expected O, but got Unknown
			//IL_0311: Unknown result type (might be due to invalid IL or missing references)
			//IL_031b: Expected O, but got Unknown
			if (!GameCheck())
			{
				return true;
			}
			int num = PatrolActorCount.Value;
			Vehicle val = null;
			Vector3 privateVar = GetPrivateVar<Vector3>("squadSpawnPoint", __instance);
			Quaternion privateVar2 = GetPrivateVar<Quaternion>("squadSpawnRotation", __instance);
			bool flag = false;
			if ((int)__instance.type == 1)
			{
				VehicleSpawnType val2;
				if (Random.Range(1, 4) > 2)
				{
					val2 = (VehicleSpawnType)10;
				}
				else
				{
					val2 = (VehicleSpawnType)1;
					flag = true;
				}
				val = VehicleSpawner.SpawnVehicleAt(privateVar, privateVar2, ((SpecOpsObjective)__instance).specOps.defendingTeam, val2);
			}
			if ((int)__instance.type == 2)
			{
				VehicleSpawnType val3 = (VehicleSpawnType)((Random.Range(1, 4) > 2) ? 7 : 6);
				val = VehicleSpawner.SpawnVehicleAt(privateVar, privateVar2, ((SpecOpsObjective)__instance).specOps.defendingTeam, val3);
			}
			if ((Object)(object)val != (Object)null)
			{
				num = Mathf.Min(val.seats.Count, 4);
			}
			List<Actor> list = new List<Actor>();
			float num2 = (GameManager.GameParameters().nightMode ? 70f : 110f);
			float num3 = (GameManager.GameParameters().nightMode ? 0.33f : 0.4f);
			bool ignoreFovCheck = (Object)(object)val != (Object)null && val.seats[0].enclosed;
			num2 *= 1.2f;
			num3 *= 0.7f;
			for (int i = 0; i < num; i++)
			{
				Actor val4 = ActorManager.instance.CreateAIActor(((SpecOpsObjective)__instance).specOps.defendingTeam);
				val4.SpawnAt(privateVar, privateVar2, (LoadoutSet)null);
				ActorController controller = val4.controller;
				AiActorController val5 = (AiActorController)(object)((controller is AiActorController) ? controller : null);
				val5.ActivateSlowTargetDetection(num3);
				val5.modifier.maxDetectionDistance = num2;
				val5.modifier.ignoreFovCheck = ignoreFovCheck;
				if (flag)
				{
					val5.modifier.maxDetectionDistance = 200f;
					val5.modifier.alwaysChargeTarget = true;
				}
				val5.modifier.canSprint = false;
				list.Add(val4);
			}
			__instance.squad = new Squad((IEnumerable<Actor>)list, (SpawnPoint)null, __instance.patrolOrder, val, 0f);
			__instance.squad.SetRandomFormation();
			__instance.squad.SetFormationSize(3f, 3f);
			__instance.squad.allowRequestNewOrders = false;
			__instance.squad.autoAssignNewOrders = false;
			__instance.squad.SetNotAlert(false);
			if ((Object)(object)val != (Object)null)
			{
				foreach (Actor item in list)
				{
					item.EnterVehicle(val);
				}
			}
			__instance.squad.onAlerted = (DelOnAlerted)delegate
			{
				if (((SpecOpsObjective)__instance).specOps.attackingTeam == 0)
				{
					IngameDialog.PrintActorText("p advisor tense", "A patrol was alerted, TALON", "", 0f, (AudioClip)null, false);
					IngameDialog.HideAfter(5f);
				}
				else
				{
					IngameDialog.PrintActorText("p unknown", "A patrol was alerted, RAVEN", "", 0f, (AudioClip)null, false);
					IngameDialog.HideAfter(5f);
				}
			};
			return false;
		}
	}

	[HarmonyPatch(typeof(SpawnPoint), "RandomPositionInCaptureZone")]
	public class RoamSizePatch
	{
		public static bool Prefix(SpawnPoint __instance, ref Vector3 __result)
		{
			//IL_0016: Unknown result type (might be due to invalid IL or missing references)
			//IL_0020: Unknown result type (might be due to invalid IL or missing references)
			//IL_0025: Unknown result type (might be due to invalid IL or missing references)
			//IL_002c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0031: Unknown result type (might be due to invalid IL or missing references)
			//IL_003c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0042: Unknown result type (might be due to invalid IL or missing references)
			//IL_0047: Unknown result type (might be due to invalid IL or missing references)
			//IL_004c: Unknown result type (might be due to invalid IL or missing references)
			//IL_004d: Unknown result type (might be due to invalid IL or missing references)
			//IL_004e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0058: 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_008c: Unknown result type (might be due to invalid IL or missing references)
			//IL_008d: Unknown result type (might be due to invalid IL or missing references)
			//IL_007d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0082: Unknown result type (might be due to invalid IL or missing references)
			if (!GameCheck())
			{
				return true;
			}
			Vector2 val = Random.insideUnitCircle * 20f;
			Vector3 val2 = ((Component)__instance).transform.position + new Vector3(val.x, 0f, val.y);
			RaycastHit val3 = default(RaycastHit);
			if (Physics.Raycast(new Ray(val2 + Vector3.up * 3f, Vector3.down), ref val3))
			{
				__result = ((RaycastHit)(ref val3)).point;
			}
			else
			{
				__result = val2;
			}
			return false;
		}
	}

	[HarmonyPatch(typeof(ActorManager), "OnActorDied")]
	public class OnHostDeath
	{
		public static void Postfix(ActorManager __instance, Actor actor, Squad belongedToSquad, bool isSilentKill)
		{
			if (!GameCheck() || !((Object)(object)actor == (Object)(object)((ActorController)FpsActorController.instance).actor))
			{
				return;
			}
			foreach (Actor player in IngameNetManager.instance.GetPlayers())
			{
				GameModeBase activeGameMode = GameModeBase.activeGameMode;
				((SpecOpsMode)((activeGameMode is SpecOpsMode) ? activeGameMode : null)).attackerSquad.AddMember(player.controller);
			}
		}
	}

	[HarmonyPatch(typeof(Weapon), "Shoot")]
	public class WeaponShootPatch
	{
		[HarmonyPatch(typeof(AiActorController), "Die")]
		public class ActorDiePatch
		{
			public static void Postfix(AiActorController __instance)
			{
				//IL_00fd: Unknown result type (might be due to invalid IL or missing references)
				//IL_0093: Unknown result type (might be due to invalid IL or missing references)
				if (!GameCheck() || __instance.squad == null)
				{
					return;
				}
				bool flag = false;
				foreach (AiActorController aiMember in __instance.squad.aiMembers)
				{
					if (!((ActorController)aiMember).IsAlert() && DoCanSeeCheck(((ActorController)__instance).actor, ((ActorController)aiMember).actor, out var distance))
					{
						if (distance < 30f)
						{
							flag = true;
							__instance.SetAlert();
							((ActorController)__instance).FindCoverAwayFrom(((ActorController)__instance).actor.Position());
						}
						else if (distance < 20f)
						{
							float targetDetectionProgress = aiMember.targetDetectionProgress;
							__instance.ActivateSlowTargetDetection(2f);
							__instance.targetDetectionProgress = targetDetectionProgress;
						}
					}
				}
				if (flag)
				{
					ActorManager.RegisterSmokeTarget(((ActorController)__instance).actor.GetPosition(), ((Hurtable)((ActorController)__instance).actor).team, 10f, true);
				}
			}

			public static Vector3 GetEyeOrigin(Vector3 actorRootPosition, Stance stance, out float verticalJitter)
			{
				//IL_0008: Unknown result type (might be due to invalid IL or missing references)
				//IL_0009: Unknown result type (might be due to invalid IL or missing references)
				//IL_000a: Unknown result type (might be due to invalid IL or missing references)
				//IL_000b: Unknown result type (might be due to invalid IL or missing references)
				//IL_000c: Unknown result type (might be due to invalid IL or missing references)
				//IL_001e: Expected I4, but got Unknown
				//IL_0030: Unknown result type (might be due to invalid IL or missing references)
				//IL_0031: Unknown result type (might be due to invalid IL or missing references)
				//IL_0044: 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)
				//IL_005f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0060: 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_0063: Unknown result type (might be due to invalid IL or missing references)
				//IL_0064: Unknown result type (might be due to invalid IL or missing references)
				verticalJitter = 0.1f;
				switch ((int)stance)
				{
				case 0:
					actorRootPosition.y += 1.4f;
					return actorRootPosition;
				case 1:
					actorRootPosition.y += 0.7f;
					return actorRootPosition;
				case 2:
					verticalJitter = 0f;
					actorRootPosition.y += 0.2f;
					return actorRootPosition;
				default:
					return actorRootPosition;
				}
			}

			public static bool DoCanSeeCheck(Actor a, Actor b, out float distance)
			{
				//IL_0002: Unknown result type (might be due to invalid IL or missing references)
				//IL_0007: Unknown result type (might be due to invalid IL or missing references)
				//IL_0009: Unknown result type (might be due to invalid IL or missing references)
				//IL_000e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0011: Unknown result type (might be due to invalid IL or missing references)
				//IL_0013: Unknown result type (might be due to invalid IL or missing references)
				//IL_001a: Unknown result type (might be due to invalid IL or missing references)
				//IL_001f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0020: Unknown result type (might be due to invalid IL or missing references)
				//IL_0022: Unknown result type (might be due to invalid IL or missing references)
				//IL_0029: Unknown result type (might be due to invalid IL or missing references)
				//IL_002e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0030: Unknown result type (might be due to invalid IL or missing references)
				//IL_0031: 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)
				//IL_0046: Unknown result type (might be due to invalid IL or missing references)
				//IL_0056: Unknown result type (might be due to invalid IL or missing references)
				//IL_0057: 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_0071: 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_0077: 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_0089: 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_0093: Unknown result type (might be due to invalid IL or missing references)
				//IL_0098: Unknown result type (might be due to invalid IL or missing references)
				//IL_009b: Unknown result type (might be due to invalid IL or missing references)
				//IL_009c: Unknown result type (might be due to invalid IL or missing references)
				Vector3 actorRootPosition = a.Position();
				Vector3 actorRootPosition2 = b.Position();
				bool flag = true;
				actorRootPosition = GetEyeOrigin(actorRootPosition, a.stance, out var verticalJitter);
				actorRootPosition2 = GetEyeOrigin(actorRootPosition2, b.stance, out var verticalJitter2);
				distance = Vector3.Distance(actorRootPosition, actorRootPosition2);
				if (!flag)
				{
					return ActorManager.CanSeeRayTest(a, b, actorRootPosition, actorRootPosition2);
				}
				for (int i = 0; i < 2; i++)
				{
					actorRootPosition += Vector3.Scale(Random.insideUnitSphere, new Vector3(0.05f, verticalJitter, 0.05f));
					actorRootPosition2 += Vector3.Scale(Random.insideUnitSphere, new Vector3(0.05f, verticalJitter2, 0.05f));
					if (ActorManager.CanSeeRayTest(a, b, actorRootPosition, actorRootPosition2))
					{
						return true;
					}
				}
				return false;
			}
		}

		[HarmonyPatch(typeof(AiActorController), "CanSeeActor")]
		public class CanSeeActorPatch
		{
			public static bool Prefix(AiActorController __instance, ref bool __result)
			{
				//IL_001e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0024: Invalid comparison between Unknown and I4
				//IL_004c: Unknown result type (might be due to invalid IL or missing references)
				//IL_0057: Unknown result type (might be due to invalid IL or missing references)
				if (!GameCheck() || !((ActorController)__instance).IsAlert())
				{
					return true;
				}
				if ((int)__instance.skill == 3 && (Object)(object)__instance.target != (Object)null && Random.Range(0, 10) > 2 && Vector3.Distance(__instance.target.Position(), __instance.ExtrapolateLastSeenTargetPosition(0f)) < 10f)
				{
					__result = true;
					return false;
				}
				return true;
			}
		}

		[HarmonyPatch(typeof(SpecOpsPatrol), "CreateOrder")]
		public class CreateOrderPatch
		{
			public static void Postfix(SpecOpsPatrol __instance, List<Vector3> waypoints)
			{
				//IL_0015: Unknown result type (might be due to invalid IL or missing references)
				//IL_001a: Unknown result type (might be due to invalid IL or missing references)
				//IL_0131: 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_003a: Unknown result type (might be due to invalid IL or missing references)
				//IL_003f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0042: Unknown result type (might be due to invalid IL or missing references)
				//IL_0048: Invalid comparison between Unknown and I4
				//IL_015c: 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)
				//IL_0178: Unknown result type (might be due to invalid IL or missing references)
				//IL_0188: Unknown result type (might be due to invalid IL or missing references)
				//IL_018f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0194: Unknown result type (might be due to invalid IL or missing references)
				//IL_0199: Unknown result type (might be due to invalid IL or missing references)
				//IL_01a1: Unknown result type (might be due to invalid IL or missing references)
				//IL_01a3: Unknown result type (might be due to invalid IL or missing references)
				//IL_01a8: Unknown result type (might be due to invalid IL or missing references)
				//IL_0095: Unknown result type (might be due to invalid IL or missing references)
				//IL_004c: Unknown result type (might be due to invalid IL or missing references)
				//IL_0055: Unknown result type (might be due to invalid IL or missing references)
				//IL_0069: Unknown result type (might be due to invalid IL or missing references)
				//IL_006e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0082: Unknown result type (might be due to invalid IL or missing references)
				//IL_0087: Unknown result type (might be due to invalid IL or missing references)
				//IL_008c: Unknown result type (might be due to invalid IL or missing references)
				//IL_009a: Unknown result type (might be due to invalid IL or missing references)
				//IL_009e: Unknown result type (might be due to invalid IL or missing references)
				//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
				//IL_00bb: Unknown result type (might be due to invalid IL or missing references)
				//IL_00c0: Unknown result type (might be due to invalid IL or missing references)
				//IL_00d4: Unknown result type (might be due to invalid IL or missing references)
				//IL_00d9: Unknown result type (might be due to invalid IL or missing references)
				//IL_00de: Unknown result type (might be due to invalid IL or missing references)
				//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
				//IL_00e5: Unknown result type (might be due to invalid IL or missing references)
				//IL_00e7: Unknown result type (might be due to invalid IL or missing references)
				//IL_00f1: Unknown result type (might be due to invalid IL or missing references)
				//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
				//IL_00fb: Unknown result type (might be due to invalid IL or missing references)
				//IL_0100: Unknown result type (might be due to invalid IL or missing references)
				//IL_0123: Unknown result type (might be due to invalid IL or missing references)
				//IL_0125: Unknown result type (might be due to invalid IL or missing references)
				//IL_0119: Unknown result type (might be due to invalid IL or missing references)
				//IL_011e: Unknown result type (might be due to invalid IL or missing references)
				if (GameCheck())
				{
					Vector3 val = Vector3.zero;
					int num = 0;
					int num2 = 0;
					RaycastHit val3 = default(RaycastHit);
					for (int i = 0; i < 30 || (Vector3.Distance(val, ((SpecOpsObjective)__instance).specOps.attackerSpawnPosition) <= 50f && num < 5); i++)
					{
						num++;
						num2 = Random.Range(0, waypoints.Count - 1);
						Vector3 zero = Vector3.zero;
						Vector3 val2 = (((int)__instance.type != 2) ? waypoints[num2] : (Vector3.Lerp(waypoints[num2], waypoints[num2 + 1], Random.Range(0f, 1f)) + Vector3.Scale(Random.insideUnitSphere, new Vector3(1f, 0f, 1f))));
						zero = Vector3.Lerp(waypoints[num2], waypoints[num2 + 1], Random.Range(0f, 1f)) + Vector3.Scale(Random.insideUnitSphere, new Vector3(1f, 0f, 1f));
						val = ((!Physics.Raycast(new Ray(zero + Vector3.up * 50f, Vector3.down), ref val3)) ? zero : ((RaycastHit)(ref val3)).point);
					}
					val += Vector3.up * 2f;
					SetPrivateVar<Vector3>("squadSpawnPoint", __instance, val);
					Vector3 val4 = waypoints[num2 + 1] - waypoints[num2];
					SetPrivateVar<Quaternion>("squadSpawnRotation", __instance, SMath.LookRotationRespectUp(val4, Vector3.up));
				}
			}
		}

		[HarmonyPatch(typeof(SpecOpsPatrolGenerator), "ClusterWaypoints")]
		public class MorePatrolsPatch
		{
			public static bool Prefix(SpecOpsPatrolGenerator __instance)
			{
				//IL_0066: 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)
				//IL_0079: Unknown result type (might be due to invalid IL or missing references)
				//IL_008b: Unknown result type (might be due to invalid IL or missing references)
				//IL_00ad: Unknown result type (might be due to invalid IL or missing references)
				//IL_00b0: Invalid comparison between Unknown and I4
				//IL_0122: Unknown result type (might be due to invalid IL or missing references)
				if (!GameCheck())
				{
					return true;
				}
				int num = 3;
				num = Mathf.Clamp((int)Mathf.Ceil((float)(ActorManager.instance.spawnPoints.Length / 2)), 1, 5) + ExtraPatrolGroupCount.Value;
				for (int i = 0; i < num; i++)
				{
					foreach (Type key in GetPrivateVar<Dictionary<Type, List<Vector3>>>("waypoints", __instance).Keys)
					{
						List<Vector3> list = GetPrivateVar<Dictionary<Type, List<Vector3>>>("waypoints", __instance)[key];
						if (list.Count != 0 || ((int)key != 0 && Random.Range(0, 2) == 2))
						{
							bool flag = (int)key == 0;
							InvokeMethod(__instance, "RemoveFarawayWaypoints", new object[2] { list, 300f });
							DecimateWaypoints(list, !flag);
							List<Vector3> list2 = (List<Vector3>)InvokeMethod(__instance, "ConstructWaypointPath", new object[1] { list });
							if (list2.Count > 1)
							{
								GetPrivateVar<SpecOpsMode>("specOps", __instance).RegisterPatrol(key, list2);
							}
						}
					}
				}
				return false;
			}

			public static void DecimateWaypoints(List<Vector3> waypoints, bool biasAwayFromCenter)
			{
				//IL_0019: Unknown result type (might be due to invalid IL or missing references)
				//IL_001e: Unknown result type (might be due to invalid IL or missing references)
				//IL_002b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0030: Unknown result type (might be due to invalid IL or missing references)
				//IL_0033: Unknown result type (might be due to invalid IL or missing references)
				//IL_0034: Unknown result type (might be due to invalid IL or missing references)
				//IL_0036: Unknown result type (might be due to invalid IL or missing references)
				//IL_003b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0057: Unknown result type (might be due to invalid IL or missing references)
				//IL_005f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0064: Unknown result type (might be due to invalid IL or missing references)
				//IL_00fb: Unknown result type (might be due to invalid IL or missing references)
				//IL_0100: Unknown result type (might be due to invalid IL or missing references)
				//IL_0109: Unknown result type (might be due to invalid IL or missing references)
				//IL_010e: Unknown result type (might be due to invalid IL or missing references)
				//IL_008d: Unknown result type (might be due to invalid IL or missing references)
				//IL_0095: Unknown result type (might be due to invalid IL or missing references)
				int num = Mathf.Max(waypoints.Count / 2, 2);
				int num2 = waypoints.Count - num;
				Vector3 val = Vector3.zero;
				foreach (Vector3 waypoint in waypoints)
				{
					val += waypoint;
				}
				val /= (float)waypoints.Count;
				for (int i = 0; i < num2; i++)
				{
					int num3 = -1;
					int index = -1;
					float num4 = float.MaxValue;
					for (int j = 0; j < waypoints.Count; j++)
					{
						for (int k = j + 1; k < waypoints.Count; k++)
						{
							float num5 = Vector3.Distance(waypoints[j], waypoints[k]);
							if (num5 < num4)
							{
								num3 = j;
								index = k;
								num4 = num5;
							}
						}
					}
					if (num3 == -1)
					{
						break;
					}
					if (biasAwayFromCenter == Vector3.Distance(waypoints[num3], val) < Vector3.Distance(waypoints[index], val))
					{
						waypoints.RemoveAt(num3);
					}
					else
					{
						waypoints.RemoveAt(index);
					}
				}
			}
		}

		[HarmonyPatch(typeof(AiActorController), "GetSwingMagnitude")]
		public class SwingMagnitudePatch
		{
			public static bool Prefix(AiActorController __instance, ref float __result)
			{
				//IL_009e: Unknown result type (might be due to invalid IL or missing references)
				//IL_00a4: Invalid comparison between Unknown and I4
				if (GameCheck())
				{
					float num = (((ActorController)__instance).actor.parachuteDeployed ? AiActorController.PARAMETERS.AIM_SWING_PARACHUTING : 0f);
					float num2 = ((((ActorController)__instance).actor.closestEnemyDistance < 40f) ? 0.1f : 1f);
					float num3 = ((((ActorController)__instance).IsTakingFire() && !((ActorController)__instance).IsOnPlayerSquad()) ? 10f : 0f);
					if ((Object)(object)((ActorController)__instance).actor.activeWeapon != (Object)null)
					{
						num += ((ActorController)__instance).actor.activeWeapon.configuration.aiAimSwing + num3 * num2;
						if ((int)__instance.skill == 3 && ((ActorController)__instance).IsTakingFire())
						{
							num += ((ActorController)__instance).actor.activeWeapon.configuration.aiAimSwing + num3 * num2 / 4f;
						}
					}
					__result = num;
					return false;
				}
				return true;
			}
		}

		[HarmonyPatch(typeof(SpecOpsMode), "FireFlare")]
		public class FlarePatch
		{
			public static bool Prefix(SpecOpsMode __instance, Actor actor, SpawnPoint spawn, out bool __state)
			{
				if (!GameCheck())
				{
					__state = false;
					return true;
				}
				__state = false;
				bool result;
				if (__instance.FlareIsOnCooldown())
				{
					__state = true;
					result = false;
				}
				else
				{
					result = true;
				}
				return result;
			}

			public static void Postfix(SpecOpsMode __instance, Actor actor, SpawnPoint spawn, bool __state)
			{
				//IL_0082: Unknown result type (might be due to invalid IL or missing references)
				if (!GameCheck() || __state || !HeatEnabled.Value)
				{
					return;
				}
				heat++;
				IngameUI.ShowOverlayText("HEAT " + heat, 4f);
				if (IngameNetManager.instance.IsHost)
				{
					ChatManager.instance.PushCommandChatMessage("HEAT " + heat, Color.red, false, true);
				}
				if (heat == 2)
				{
					foreach (SpecOpsScenario activeScenario in __instance.activeScenarios)
					{
						if (activeScenario.actors.Count > 0 && activeScenario.actors.All(delegate(Actor x)
						{
							ActorController controller4 = x.controller;
							return !((controller4 is AiActorController) ? controller4 : null).IsAlert();
						}))
						{
							activeScenario.actors.ForEach(delegate(Actor x)
							{
								ActorController controller3 = x.controller;
								((AiActorController)((controller3 is AiActorController) ? controller3 : null)).ActivateSlowTargetDetection(0.7f);
							});
						}
					}
				}
				if (heat >= 6)
				{
					foreach (SpecOpsScenario activeScenario2 in __instance.activeScenarios)
					{
						if (activeScenario2.actors.Count > 0 && activeScenario2.actors.All(delegate(Actor x)
						{
							ActorController controller2 = x.controller;
							return !((controller2 is AiActorController) ? controller2 : null).IsAlert();
						}))
						{
							activeScenario2.squad.SetAlert();
							activeScenario2.actors.ForEach(delegate(Actor x)
							{
								ActorController controller = x.controller;
								((AiActorController)((controller is AiActorController) ? controller : null)).DeactivateSlowTargetDetection();
							});
						}
					}
				}
				PlayerFpParent.instance.ApplyScreenshake(4f, 3);
			}
		}

		[HarmonyPatch(typeof(SpecOpsMode), "SpawnHelicopterPatrol")]
		public class HelicopterReinforcementPatch
		{
			public static bool Prefix(SpecOpsMode __instance, SpawnPoint spawn)
			{
				//IL_0139: Unknown result type (might be due to invalid IL or missing references)
				//IL_013e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0140: Unknown result type (might be due to invalid IL or missing references)
				//IL_0145: Unknown result type (might be due to invalid IL or missing references)
				//IL_0149: Unknown result type (might be due to invalid IL or missing references)
				//IL_014e: 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_015e: Unknown result type (might be due to invalid IL or missing references)
				//IL_016a: 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_0173: Unknown result type (might be due to invalid IL or missing references)
				//IL_0178: Unknown result type (might be due to invalid IL or missing references)
				//IL_017d: Unknown result type (might be due to invalid IL or missing references)
				//IL_017f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0181: Unknown result type (might be due to invalid IL or missing references)
				//IL_0199: Unknown result type (might be due to invalid IL or missing references)
				//IL_019b: Unknown result type (might be due to invalid IL or missing references)
				//IL_01a0: Unknown result type (might be due to invalid IL or missing references)
				//IL_01a5: Unknown result type (might be due to invalid IL or missing references)
				//IL_01a9: Unknown result type (might be due to invalid IL or missing references)
				//IL_01ab: Unknown result type (might be due to invalid IL or missing references)
				//IL_0212: Unknown result type (might be due to invalid IL or missing references)
				//IL_0217: Unknown result type (might be due to invalid IL or missing references)
				//IL_0229: Unknown result type (might be due to invalid IL or missing references)
				//IL_022b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0230: Unknown result type (might be due to invalid IL or missing references)
				//IL_027f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0293: Unknown result type (might be due to invalid IL or missing references)
				//IL_02a5: Unknown result type (might be due to invalid IL or missing references)
				//IL_02aa: Unknown result type (might be due to invalid IL or missing references)
				//IL_02bf: Unknown result type (might be due to invalid IL or missing references)
				//IL_035c: Unknown result type (might be due to invalid IL or missing references)
				//IL_035e: Unknown result type (might be due to invalid IL or missing references)
				//IL_03fb: Unknown result type (might be due to invalid IL or missing references)
				//IL_040c: Expected O, but got Unknown
				//IL_0407: Unknown result type (might be due to invalid IL or missing references)
				//IL_0411: Expected O, but got Unknown
				//IL_0432: Unknown result type (might be due to invalid IL or missing references)
				//IL_0453: Unknown result type (might be due to invalid IL or missing references)
				//IL_045d: Expected O, but got Unknown
				//IL_0467: Unknown result type (might be due to invalid IL or missing references)
				//IL_0471: Expected O, but got Unknown
				//IL_0480: Unknown result type (might be due to invalid IL or missing references)
				//IL_048a: Expected O, but got Unknown
				if (!GameCheck() || !HeatEnabled.Value)
				{
					return true;
				}
				((BaseUnityPlugin)instance).Logger.LogDebug((object)("Current Heat: " + heat));
				bool result;
				if (heat == 1)
				{
					SpawnAttackHeli(__instance, spawn);
					result = false;
				}
				else
				{
					if (heat >= 2)
					{
						SpawnAttackHeli(__instance, spawn);
					}
					GameObject val = GameManager.instance.gameInfo.team[__instance.defendingTeam].vehiclePrefab[(VehicleSpawnType)9];
					if ((Object)(object)val == (Object)null)
					{
						result = false;
					}
					else
					{
						SpawnPoint spawnInit = ((Random.Range(0, 1) == 1) ? PickRandomEntry(SpawnPointNeighborManager.GetActiveNeighbors(spawn)) : spawn);
						Vector3 val2 = default(Vector3);
						RaycastHit val5 = default(RaycastHit);
						for (int i = 0; i < (int)Mathf.Clamp(Mathf.Ceil((float)(heat / 2)), 1f, 4f); i++)
						{
							Vector3 helicopterLandingZone = spawnInit.GetHelicopterLandingZone();
							Vector2 insideUnitCircle = Random.insideUnitCircle;
							Vector2 normalized = ((Vector2)(ref insideUnitCircle)).normalized;
							((Vector3)(ref val2))..ctor(normalized.x, 0f, normalized.y);
							Vector3 val3 = helicopterLandingZone + val2 * 1500f;
							float num = ExfilHelicopter.CalculateFlightAltitudeLimit(val3, helicopterLandingZone);
							val3.y = num + 120f;
							Quaternion val4 = Quaternion.LookRotation(-val2);
							Vehicle component = Object.Instantiate<GameObject>(val, val3, val4).GetComponent<Vehicle>();
							component.maxHealth *= 2f;
							component.health *= 2f;
							bool nightMode = GameManager.instance.gameModeParameters.nightMode;
							if (nightMode)
							{
								Vector3 position = ((Component)component.seats[0]).transform.position;
								position.y -= 30f;
								if (Physics.Raycast(new Ray(position, Vector3.up), ref val5, 50f, 4096))
								{
									GameObject val6 = Object.Instantiate<GameObject>(__instance.spotlightPrefab, ((Component)component).transform);
									val6.transform.localRotation = Quaternion.identity;
									val6.transform.position = ((RaycastHit)(ref val5)).point;
									Vector3 localPosition = val6.transform.localPosition;
									localPosition.x = 0f;
									val6.transform.localPosition = localPosition;
									SetPrivateVar<Light>("searchlight", __instance, val6.GetComponentInChildren<Light>());
									SetPrivateVar<float>("searchlightDotFOV", __instance, Mathf.Cos(val6.GetComponentInChildren<Light>().spotAngle * ((float)Math.PI / 180f) / 2f));
								}
							}
							float num2 = (nightMode ? 0f : 100f);
							List<Actor> list = new List<Actor>();
							for (int j = 0; j < component.seats.Count; j++)
							{
								list.Add(CreateVulture(__instance, val3, val4, j, component));
							}
							SetPrivateVar<Actor>("heliPilot", __instance, list[0]);
							ActorController controller = list[0].controller;
							((AiActorController)((controller is AiActorController) ? controller : null)).modifier.vehicleTopSpeedMultiplier = 2f;
							Squad helicopterSquad = new Squad((IEnumerable<Actor>)list, spawnInit, new Order((OrderType)2, spawnInit, spawnInit, true), component, 0f);
							helicopterSquad.allowRequestNewOrders = false;
							helicopterSquad.allowAutoLeaveVehicle = true;
							helicopterSquad.LandAtPosition(helicopterLandingZone);
							ActorController obj = helicopterSquad.Leader();
							((AiActorController)((obj is AiActorController) ? obj : null)).onDetectedEnemy = (DelOnDetectedEnemy)delegate
							{
								//IL_0005: Unknown result type (might be due to invalid IL or missing references)
								//IL_000b: Expected O, but got Unknown
								Order val7 = new Order((OrderType)0, (SpawnPoint)null, (SpawnPoint)null, true);
								val7.targetSquad = __instance.attackerSquad;
								helicopterSquad.AssignOrder(val7);
								foreach (AiActorController aiMember in helicopterSquad.aiMembers)
								{
									if (((ActorController)aiMember).actor.IsSeated() && ((ActorController)aiMember).actor.seat.HasAnyMountedWeapons())
									{
										aiMember.SetAlert();
										aiMember.DeactivateSlowTargetDetection();
									}
								}
							};
							component.onDestroyed = (DelOnDestroyed)delegate
							{
								if (!GetPrivateVar<bool>("heliPatrolHasLanded", __instance) && helicopterSquad.members.Count > 0)
								{
									foreach (AiActorController aiMember2 in helicopterSquad.aiMembers)
									{
										aiMember2.modifier.maxDetectionDistance = 500f;
										aiMember2.modifier.ignoreFovCheck = true;
									}
									helicopterSquad.RequestNewOrder();
									helicopterSquad.allowRequestNewOrders = true;
								}
							};
							helicopterSquad.onLandingCompleted = (OnLandingCompletedDelegate)delegate
							{
								((MonoBehaviour)__instance).StartCoroutine(CustomOnLand(helicopterSquad, spawnInit, __instance));
							};
							((MonoBehaviour)__instance).StartCoroutine("NotifyHelicopter", (object)component);
							spawnInit = PickRandomEntry(SpawnPointNeighborManager.GetActiveNeighbors(spawnInit));
						}
						result = false;
					}
				}
				return result;
			}

			public static void SpawnAttackHeli(SpecOpsMode __instance, SpawnPoint spawn)
			{
				//IL_0059: Unknown result type (might be due to invalid IL or missing references)
				//IL_005e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0060: Unknown result type (might be due to invalid IL or missing references)
				//IL_0065: Unknown result type (might be due to invalid IL or missing references)
				//IL_0069: Unknown result type (might be due to invalid IL or missing references)
				//IL_006e: 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_007e: 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_008c: Unknown result type (might be due to invalid IL or missing references)
				//IL_0093: Unknown result type (might be due to invalid IL or missing references)
				//IL_0098: Unknown result type (might be due to invalid IL or missing references)
				//IL_009d: Unknown result type (might be due to invalid IL or missing references)
				//IL_009f: Unknown result type (might be due to invalid IL or missing references)
				//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
				//IL_00b9: Unknown result type (might be due to invalid IL or missing references)
				//IL_00bb: Unknown result type (might be due to invalid IL or missing references)
				//IL_00c0: Unknown result type (might be due to invalid IL or missing references)
				//IL_00c5: Unknown result type (might be due to invalid IL or missing references)
				//IL_00c8: Unknown result type (might be due to invalid IL or missing references)
				//IL_00ca: Unknown result type (might be due to invalid IL or missing references)
				//IL_010b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0110: Unknown result type (might be due to invalid IL or missing references)
				//IL_0122: Unknown result type (might be due to invalid IL or missing references)
				//IL_0124: Unknown result type (might be due to invalid IL or missing references)
				//IL_0129: Unknown result type (might be due to invalid IL or missing references)
				//IL_0173: Unknown result type (might be due to invalid IL or missing references)
				//IL_0187: Unknown result type (might be due to invalid IL or missing references)
				//IL_0199: Unknown result type (might be due to invalid IL or missing references)
				//IL_019e: Unknown result type (might be due to invalid IL or missing references)
				//IL_01b3: Unknown result type (might be due to invalid IL or missing references)
				//IL_0241: Unknown result type (might be due to invalid IL or missing references)
				//IL_0243: Unknown result type (might be due to invalid IL or missing references)
				//IL_02ba: Unknown result type (might be due to invalid IL or missing references)
				//IL_02cb: Expected O, but got Unknown
				//IL_02c6: Unknown result type (might be due to invalid IL or missing references)
				//IL_02d0: Expected O, but got Unknown
				//IL_02f7: Unknown result type (might be due to invalid IL or missing references)
				//IL_0301: Expected O, but got Unknown
				//IL_030b: Unknown result type (might be due to invalid IL or missing references)
				//IL_0315: Expected O, but got Unknown
				GameObject val = GameManager.instance.gameInfo.team[__instance.defendingTeam].vehiclePrefab[(VehicleSpawnType)4];
				if ((Object)(object)val == (Object)null)
				{
					return;
				}
				Vector3 helicopterLandingZone = spawn.GetHelicopterLandingZone();
				Vector2 insideUnitCircle = Random.insideUnitCircle;
				Vector2 normalized = ((Vector2)(ref insideUnitCircle)).normalized;
				Vector3 val2 = default(Vector3);
				((Vector3)(ref val2))..ctor(normalized.x, 0f, normalized.y);
				Vector3 val3 = helicopterLandingZone + val2 * 1500f;
				float num = ExfilHelicopter.CalculateFlightAltitudeLimit(val3, helicopterLandingZone);
				val3.y = num + 80f;
				Quaternion val4 = Quaternion.LookRotation(-val2);
				Vehicle component = Object.Instantiate<GameObject>(val, val3, val4).GetComponent<Vehicle>();
				bool nightMode = GameManager.instance.gameModeParameters.nightMode;
				if (nightMode)
				{
					Vector3 position = ((Component)component.seats[0]).transform.position;
					position.y -= 30f;
					RaycastHit val5 = default(RaycastHit);
					if (Physics.Raycast(new Ray(position, Vector3.up), ref val5, 50f, 4096))
					{
						GameObject val6 = Object.Instantiate<GameObject>(__instance.spotlightPrefab, ((Component)component).transform);
						val6.transform.localRotation = Quaternion.identity;
						val6.transform.position = ((RaycastHit)(ref val5)).point;
						Vector3 localPosition = val6.transform.localPosition;
						localPosition.x = 0f;
						val6.transform.localPosition = localPosition;
						SetPrivateVar<Light>("searchlight", __instance, val6.GetComponentInChildren<Light>());
						SetPrivateVar<float>("searchlightDotFOV", __instance, Mathf.Cos(val6.GetComponentInChildren<Light>().spotAngle * ((float)Math.PI / 180f) / 2f));
					}
				}
				float num2 = (nightMode ? 50f : 1000f);
				List<Actor> list = new List<Actor>();
				for (int i = 0; i < component.seats.Count; i++)
				{
					list.Add(CreateVulture(__instance, val3, val4, i, component));
				}
				SetPrivateVar<Actor>("heliPilot", __instance, list[0]);
				ActorController controller = list[0].controller;
				((AiActorController)((controller is AiActorController) ? controller : null)).modifier.vehicleTopSpeedMultiplier = 1f;
				Squad helicopterSquad = new Squad((IEnumerable<Actor>)list, spawn, new Order((OrderType)2, spawn, spawn, true), component, 0f);
				helicopterSquad.allowAutoLeaveVehicle = true;
				ActorController controller2 = list[0].controller;
				((AiActorController)((controller2 is AiActorController) ? controller2 : null)).onDetectedEnemy = (DelOnDetectedEnemy)delegate
				{
					//IL_0005: Unknown result type (might be due to invalid IL or missing references)
					//IL_000b: Expected O, but got Unknown
					Order val7 = new Order((OrderType)0, (SpawnPoint)null, (SpawnPoint)null, true);
					val7.targetSquad = __instance.attackerSquad;
					helicopterSquad.AssignOrder(val7);
					foreach (AiActorController aiMember in helicopterSquad.aiMembers)
					{
						aiMember.SetAlert();
						aiMember.DeactivateSlowTargetDetection();
					}
				};
				component.onDestroyed = (DelOnDestroyed)delegate
				{
					foreach (AiActorController aiMember2 in helicopterSquad.aiMembers)
					{
						aiMember2.modifier.maxDetectionDistance = 500f;
						aiMember2.modifier.ignoreFovCheck = false;
					}
					helicopterSquad.RequestNewOrder();
					helicopterSquad.allowRequestNewOrders = true;
				};
				((MonoBehaviour)__instance).StartCoroutine("NotifyHelicopter", (object)component);
			}

			public static IEnumerator CustomOnLand(Squad squad, SpawnPoint spawn, SpecOpsMode __instance)
			{
				Vehicle squadVehicle = squad.squadVehicle;
				squadVehicle.maxHealth /= 2f;
				Vehicle squadVehicle2 = squad.squadVehicle;
				squadVehicle2.health /= 2f;
				bool flag = (int)squad.order.type == 0;
				List<ActorController> leavingMembers = ((IEnumerable<ActorController>)squad.aiMembers.Where((AiActorController a) => !((ActorController)a).actor.IsDriver() && !((ActorController)a).actor.seat.HasAnyMountedWeapons())).ToList();
				Squad squad2 = squad.SplitSquad(leavingMembers);
				int i2 = squad2.members.Count;
				for (int i = 0; i < heat; i++)
				{
					i2++;
					squad2.AddMember(CreateVulture(__instance, squad2.members[0].actor.GetPosition(), Quaternion.identity, i2, null).controller);
				}
				if (__instance.attackingTeam == 0)
				{
					IngameDialog.PrintActorText("p advisor tense", "Beware, a VULTURE squad has landed, TALON", "", 0f, (AudioClip)null, false);
					IngameDialog.HideAfter(5f);
				}
				else
				{
					IngameDialog.PrintActorText("p unknown", "A VULTURE squad has landed, RAVEN", "", 0f, (AudioClip)null, false);
					IngameDialog.HideAfter(5f);
				}
				squad2.allowRequestNewOrders = true;
				squad2.autoAssignNewOrders = true;
				Order order = new Order((OrderType)0, (SpawnPoint)null, (SpawnPoint)null, true);
				order.targetSquad = __instance.attackerSquad;
				squad2.AssignOrder(order);
				squad2.ExitVehicle();
				foreach (AiActorController aiActorController in squad2.aiMembers)
				{
					aiActorController.modifier.maxDetectionDistance = (flag ? 500f : 200f);
				}
				yield return (object)new WaitForSeconds(2f);
				try
				{
					squad.TakeOff();
					AiActorController aiActorController2 = squad.aiMembers[0];
					aiActorController2.modifier.vehicleTopSpeedMultiplier = 0.3f;
					aiActorController2.targetFlightHeight = 40f;
				}
				catch (Exception exception)
				{
					Debug.LogException(exception);
				}
			}
		}

		private static TimedAction alertCooldown = new TimedAction(0.05f, false);

		public static void Prefix(Weapon __instance)
		{
			//IL_00c6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cc: Invalid comparison between Unknown and I4
			//IL_0125: Unknown result type (might be due to invalid IL or missing references)
			if (!GameCheck())
			{
				return;
			}
			GameModeBase activeGameMode = GameModeBase.activeGameMode;
			SpecOpsMode val = (SpecOpsMode)(object)((activeGameMode is SpecOpsMode) ? activeGameMode : null);
			AudioSource component = ((Component)__instance).GetComponent<AudioSource>();
			if (!((Object)(object)__instance.user != (Object)null) || component.spatialBlend != 1f)
			{
				return;
			}
			float num = 0.1f;
			num += ((((Hurtable)__instance.user).team == val.attackingTeam) ? 0.4f : 0.2f);
			num += (__instance.configuration.loud ? 1f : 0f);
			num += __instance.configuration.cooldown / 2f;
			num += (__instance.IsMountedWeapon() ? 1f : 0f);
			num += (((int)__instance.projectileArmorRating == 2) ? 0.5f : 0f);
			if (num < 1f)
			{
				if (!((TimedAction)(ref alertCooldown)).Done())
				{
					return;
				}
				((TimedAction)(ref alertCooldown)).Start();
			}
			AnimationCurve customCurve = component.GetCustomCurve((AudioSourceCurveType)0);
			((MonoBehaviour)instance).StartCoroutine(SemiAlertActors(num, __instance.user.Position(), customCurve, val.defendingTeam));
		}

		public static IEnumerator SemiAlertActors(float detectionPower, Vector3 point, AnimationCurve curve, int team)
		{
			//IL_000e: Unknown result type (might be due to invalid IL or missing references)
			//IL_000f: Unknown result type (might be due to invalid IL or missing references)
			foreach (Actor actor in ActorManager.AliveActorsOnTeam(team))
			{
				if (curve.Evaluate(Vector3.Distance(point, actor.Position())) > 0.5f && actor.aiControlled)
				{
					ActorController controller2 = actor.controller;
					AiActorController controller = (AiActorController)(object)((controller2 is AiActorController) ? controller2 : null);
					if (!((ActorController)controller).IsAlert() && controller.slowTargetDetection)
					{
						controller.targetDetectionProgress += detectionPower / 10f;
					}
				}
			}
			yield break;
		}
	}

	public static SpecOpsPlus instance;

	public static int heat;

	public static ConfigEntry<bool> RailgunSquad;

	public static ConfigEntry<int> ExtraPatrolGroupCount;

	public static ConfigEntry<int> InfantryPatrolCountMultiplier;

	public static ConfigEntry<int> FlareDelay;

	public static ConfigEntry<int> PatrolActorCount;

	public static ConfigEntry<bool> HeatEnabled;

	private static int HeatUp()
	{
		heat++;
		return heat;
	}

	private void Awake()
	{
		//IL_001d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0023: Expected O, but got Unknown
		instance = this;
		((BaseUnityPlugin)this).Logger.LogDebug((object)"specopsplus: Loading!");
		Harmony val = new Harmony("specopsplus");
		val.PatchAll();
		RailgunSquad = ((BaseUnityPlugin)this).Config.Bind<bool>("General.Toggles", "Railgun Squad", true, "enable/disable railgun squad");
		ExtraPatrolGroupCount = ((BaseUnityPlugin)this).Config.Bind<int>("General.Toggles", "Extra Patrol Group Count", 0, "patrols spawn in groups of one of each patrol type, ie: one infantry patrol, one car patrol, one boat patrol");
		InfantryPatrolCountMultiplier = ((BaseUnityPlugin)this).Config.Bind<int>("General.Toggles", "Extra Patrol Group Count", 3, "in each group, spawn an extra patrol");
		FlareDelay = ((BaseUnityPlugin)this).Config.Bind<int>("General.Toggles", "Flare Delay", 80, "self explanatory. best kept between 60-100");
		PatrolActorCount = ((BaseUnityPlugin)this).Config.Bind<int>("General.Toggles", "Patrol Actor Count", 4, "keep between 3-7");
		HeatEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("General.Toggles", "Heat Enabled", true, "heat system and vulture squad system");
		string[] value = new string[5] { "Those idiots. Why did we ever send them in", "Who's idea was this? \nwhat the hell are the higherups thinking", "augh", ">:(", "hahaha imagine dying" };
		string[] value2 = new string[5] { "They probably weren't swift, nor quiet", "Well, this was a disappointment!", "Which of you numbnuts let us down?", "rip", "unfortunate..." };
		typeof(SpecOpsDialog).GetField("TEAM_WIPE_LINES", BindingFlags.Static | BindingFlags.NonPublic).SetValue(null, value);
		typeof(SpecOpsDialog).GetField("TEAM_WIPE_LINES_RED", BindingFlags.Static | BindingFlags.NonPublic).SetValue(null, value2);
	}

	public static T GetPrivateVar<T>(string varname, object instance)
	{
		return (T)instance.GetType().GetField(varname, BindingFlags.Instance | BindingFlags.NonPublic).GetValue(instance);
	}

	public static object InvokeMethod(object instance, string varname, object[] param)
	{
		return instance.GetType().GetMethod(varname, BindingFlags.Instance | BindingFlags.NonPublic).Invoke(instance, param);
	}

	public static void SetPrivateVar<T>(string varname, object instance, object value)
	{
		instance.GetType().GetField(varname, BindingFlags.Instance | BindingFlags.NonPublic).SetValue(instance, value);
	}

	public static bool GameCheck()
	{
		return IngameNetManager.instance.IsHost && GameModeBase.activeGameMode is SpecOpsMode;
	}

	public static MethodInfo GetMethodByName(object obj, string methodName)
	{
		return obj.GetType().GetMethods().FirstOrDefault((MethodInfo m) => m.Name == methodName);
	}

	public static void AssignWeaponDifficulty(Weapon weapon, Difficulty infantry, Difficulty infantryGroup, Difficulty groundVehicle, Difficulty air, Difficulty airFastMover)
	{
		//IL_0007: Unknown result type (might be due to invalid IL or missing references)
		//IL_000d: Invalid comparison between Unknown and I4
		//IL_0027: Unknown result type (might be due to invalid IL or missing references)
		//IL_002d: Invalid comparison between Unknown and I4
		//IL_001a: 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_0047: Unknown result type (might be due to invalid IL or missing references)
		//IL_004d: Invalid comparison between Unknown and I4
		//IL_003a: Unknown result type (might be due to invalid IL or missing references)
		//IL_003b: 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_006d: Invalid comparison between Unknown and I4
		//IL_005a: Unknown result type (might be due to invalid IL or missing references)
		//IL_005b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0088: Unknown result type (might be due to invalid IL or missing references)
		//IL_008e: Invalid comparison between Unknown and I4
		//IL_007a: Unknown result type (might be due to invalid IL or missing references)
		//IL_007c: Unknown result type (might be due to invalid IL or missing references)
		//IL_009d: Unknown result type (might be due to invalid IL or missing references)
		//IL_009f: Unknown result type (might be due to invalid IL or missing references)
		if ((int)weapon.configuration.diffInfantry == 0)
		{
			weapon.configuration.diffInfantry = infantry;
		}
		if ((int)weapon.configuration.diffInfantryGroup == 0)
		{
			weapon.configuration.diffInfantryGroup = infantryGroup;
		}
		if ((int)weapon.configuration.diffGroundVehicles == 0)
		{
			weapon.configuration.diffGroundVehicles = groundVehicle;
		}
		if ((int)weapon.configuration.diffAir == 0)
		{
			weapon.configuration.diffAir = air;
		}
		if ((int)weapon.configuration.diffAirFastMover == 0)
		{
			weapon.configuration.diffAirFastMover = airFastMover;
		}
	}

	public static void AssignWeaponDifficultyTrivial(Weapon weapon)
	{
		AssignWeaponDifficulty(weapon, (Difficulty)1, (Difficulty)1, (Difficulty)1, (Difficulty)1, (Difficulty)1);
	}

	public static Actor CreateVulture(SpecOpsMode specOps, Vector3 vector, Quaternion rotation, int i, Vehicle vehicle)
	{
		//IL_0012: Unknown result type (might be due to invalid IL or missing references)
		//IL_0018: Expected O, but got Unknown
		//IL_0027: Unknown result type (might be due to invalid IL or missing references)
		//IL_002d: Expected O, but got Unknown
		//IL_011b: Unknown result type (might be due to invalid IL or missing references)
		//IL_011c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0249: Unknown result type (might be due to invalid IL or missing references)
		Actor val = ActorManager.instance.CreateAIActor(specOps.defendingTeam);
		LoadoutSet val2 = new LoadoutSet();
		LoadoutPickStrategy val3 = new LoadoutPickStrategy((LoadoutType)((Random.Range(0, 1) == 1) ? 1 : 2), (Distance)3);
		val2.primary = WeaponManager.GetAiWeaponPrimary(val3, ((Hurtable)val).team);
		val2.secondary = WeaponManager.GetAiWeaponSecondary(val3, ((Hurtable)val).team);
		val2.gear1 = WeaponManager.GetAiWeaponAllGear(val3, ((Hurtable)val).team);
		val2.gear2 = WeaponManager.GetAiWeaponAllGear(val3, ((Hurtable)val).team);
		val2.gear3 = WeaponManager.GetAiWeaponAllGear(val3, ((Hurtable)val).team);
		bool flag = val2.primary != null && val2.primary.sourceMod.isOfficialContent;
		bool flag2 = false;
		if (flag)
		{
			val2.primary = ((Random.Range(0, 6) > 1) ? WeaponManager.GetWeaponEntryByName("PATRIOT TAC", (ModInformation)null) : WeaponManager.GetWeaponEntryByName("PATRIOT GL", (ModInformation)null));
		}
		if (heat > 4 && RailgunSquad.Value && Random.Range(0, 1) == 1)
		{
			val2.primary = WeaponManager.GetWeaponEntryByName("RAILGUN", (ModInformation)null);
			flag2 = true;
		}
		val.SpawnAt(vector, rotation, val2);
		val.name = "VULTURE-" + i;
		if ((Object)(object)vehicle != (Object)null)
		{
			val.EnterSeat(vehicle.seats[i], false);
		}
		Weapon[] weapons = val.weapons;
		foreach (Weapon val4 in weapons)
		{
			AssignWeaponDifficultyTrivial(val4);
			if (!val4.HasAnySubWeapons())
			{
				continue;
			}
			foreach (Weapon alternativeWeapon in val4.alternativeWeapons)
			{
				AssignWeaponDifficultyTrivial(alternativeWeapon);
			}
		}
		if (flag2)
		{
			val.weapons[0].configuration.cooldown = 0.1f;
			val.weapons[0].configuration.reloadTime = 0.1f;
		}
		ActorController controller = val.controller;
		AiActorController val5 = (AiActorController)(object)((controller is AiActorController) ? controller : null);
		val5.ActivateSlowTargetDetection(0.5f);
		val5.targetFlightHeight = 80f;
		val5.modifier.canSprint = true;
		val5.skill = (SkillLevel)3;
		Actor actor = ((ActorController)val5).actor;
		actor.maxHealth *= 2f;
		Actor actor2 = ((ActorController)val5).actor;
		actor2.maxBalance *= 10f;
		Actor actor3 = ((ActorController)val5).actor;
		actor3.speedMultiplier *= 1.6f;
		val5.SetNotAlert(false);
		if (ActorManager.instance.hasDefaultSkin[specOps.attackingTeam])
		{
			ActorSkin modelSkin = (GameManager.GameParameters().nightMode ? specOps.talonSkinNight : specOps.talonSkinDay);
			((ActorController)val5).actor.SetModelSkin(modelSkin);
		}
		val5.modifier.maxDetectionDistance = 1E+10f;
		val5.modifier.ignoreFovCheck = true;
		return val;
	}

	public static T PickRandomEntry<T>(List<T> collection)
	{
		int index = Random.Range(0, collection.Count);
		return collection[index];
	}
}