using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using InfiniteStamina.Patches;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("InfiniteStamina")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("InfiniteStamina")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("43e9cac9-6b1f-46f0-b1f3-f37575e133fd")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace InfiniteStamina
{
[BepInPlugin("Galaxcito.REPO.InfiniteStamina", "Infinite Stamina", "1.0.0")]
public class InfiniteStamina : BaseUnityPlugin
{
private const string modGUID = "Galaxcito.REPO.InfiniteStamina";
private const string modName = "Infinite Stamina";
private const string modVersion = "1.0.0";
private readonly Harmony harmony = new Harmony("Galaxcito.REPO.InfiniteStamina");
internal ManualLogSource mls;
internal static InfiniteStamina instance { get; private set; }
private void Awake()
{
if ((Object)(object)instance == (Object)null)
{
instance = this;
}
mls = ((BaseUnityPlugin)this).Logger;
mls.LogInfo((object)"The mod Infinite Stamina by Galaxcito was loaded successfully :p");
harmony.PatchAll(typeof(InfiniteStamina));
harmony.PatchAll(typeof(PlayerStaminaPatch));
}
}
}
namespace InfiniteStamina.Patches
{
[HarmonyPatch(typeof(PlayerController))]
internal class PlayerStaminaPatch
{
[HarmonyPatch("Update")]
[HarmonyPatch("FixedUpdate")]
[HarmonyPostfix]
private static void InfiniteStaminaPatch(PlayerController __instance)
{
if (__instance.sprinting)
{
__instance.EnergyCurrent = __instance.EnergyStart;
}
else if (__instance.Sliding)
{
__instance.EnergyCurrent = __instance.EnergyStart;
}
}
}
}