Decompiled source of ImprovedStamina v1.2.0

ImprovedStamina.dll

Decompiled a month ago
using System;
using System.Collections;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyCompany("ImprovedStamina")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.2.0.0")]
[assembly: AssemblyInformationalVersion("1.2.0+c8f2cea1b32c76bda37659e15fffea03a128d49e")]
[assembly: AssemblyProduct("Improved Stamina")]
[assembly: AssemblyTitle("ImprovedStamina")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.2.0.0")]
[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 ImprovedStamina
{
	[BepInPlugin("ImprovedStamina", "Improved Stamina", "1.2.0")]
	public class Plugin : BaseUnityPlugin
	{
		internal static ManualLogSource Logger;

		private static Harmony _harmony;

		private void Awake()
		{
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0034: Expected O, but got Unknown
			Logger = ((BaseUnityPlugin)this).Logger;
			Logger.LogInfo((object)"Plugin ImprovedStamina is loaded!");
			ConfigManager.Initialize(((BaseUnityPlugin)this).Config);
			_harmony = new Harmony("ImprovedStamina");
			_harmony.PatchAll();
		}
	}
	public static class ConfigManager
	{
		public static ConfigEntry<float> MaxRegenRate { get; private set; }

		public static ConfigEntry<float> RegenRampUpTime { get; private set; }

		public static ConfigEntry<float> DelayBeforeRegen { get; private set; }

		public static ConfigEntry<float> SprintDrainMultiplier { get; private set; }

		public static void Initialize(ConfigFile config)
		{
			//IL_0029: Unknown result type (might be due to invalid IL or missing references)
			//IL_0033: Expected O, but got Unknown
			//IL_0061: Unknown result type (might be due to invalid IL or missing references)
			//IL_006b: Expected O, but got Unknown
			//IL_0099: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a3: Expected O, but got Unknown
			//IL_00d1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00db: Expected O, but got Unknown
			MaxRegenRate = config.Bind<float>("Stamina Settings", "MaxRegenRate", 8f, new ConfigDescription("Maximum stamina regeneration multiplier after not sprinting for some time.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 25f), Array.Empty<object>()));
			RegenRampUpTime = config.Bind<float>("Stamina Settings", "RegenRampUpTime", 3f, new ConfigDescription("Time in seconds before stamina regeneration reaches max multiplier.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 25f), Array.Empty<object>()));
			DelayBeforeRegen = config.Bind<float>("Stamina Settings", "DelayBeforeRegen", 0.5f, new ConfigDescription("Time in seconds before stamina starts regenerating after stopping sprinting.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 25f), Array.Empty<object>()));
			SprintDrainMultiplier = config.Bind<float>("Stamina Settings", "SprintDrainMultiplier", 1f, new ConfigDescription("Multiplier for stamina cost when sprinting. 1.0x is default.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 10f), Array.Empty<object>()));
		}
	}
	public static class MyPluginInfo
	{
		public const string PLUGIN_GUID = "ImprovedStamina";

		public const string PLUGIN_NAME = "Improved Stamina";

		public const string PLUGIN_VERSION = "1.2.0";
	}
}
namespace ImprovedStamina.Patches
{
	[HarmonyPatch(typeof(PlayerController), "LateStart")]
	public static class PlayerControllerLateStartPatch
	{
		public static void Postfix(PlayerController __instance)
		{
			if (!((Object)(object)__instance == (Object)null))
			{
				((MonoBehaviour)__instance).StartCoroutine(AdjustSprintDrain(__instance));
			}
		}

		private static IEnumerator AdjustSprintDrain(PlayerController player)
		{
			yield return (object)new WaitForSeconds(0.1f);
			float energySprintDrain = player.EnergySprintDrain;
			float value = ConfigManager.SprintDrainMultiplier.Value;
			player.EnergySprintDrain = energySprintDrain * value;
		}
	}
	[HarmonyPatch(typeof(PlayerController), "Update")]
	public static class PlayerControllerPatch
	{
		private static float timeSinceStoppedSprinting;

		private static float staminaRegenRate;

		public static void Postfix(PlayerController __instance)
		{
			if ((Object)(object)__instance == (Object)null)
			{
				return;
			}
			if (__instance.sprinting)
			{
				timeSinceStoppedSprinting = 0f;
				staminaRegenRate = 0f;
			}
			else
			{
				timeSinceStoppedSprinting += Time.deltaTime;
				if (timeSinceStoppedSprinting >= ConfigManager.DelayBeforeRegen.Value)
				{
					float num = timeSinceStoppedSprinting - ConfigManager.DelayBeforeRegen.Value;
					staminaRegenRate = Mathf.Min(ConfigManager.MaxRegenRate.Value, num / ConfigManager.RegenRampUpTime.Value * ConfigManager.MaxRegenRate.Value);
				}
			}
			if (staminaRegenRate > 0f && __instance.EnergyCurrent < __instance.EnergyStart)
			{
				__instance.EnergyCurrent += staminaRegenRate * Time.deltaTime;
				if (__instance.EnergyCurrent > __instance.EnergyStart)
				{
					__instance.EnergyCurrent = __instance.EnergyStart;
				}
			}
		}
	}
}