Decompiled source of Empress Blood v1.0.1

EmpressBlood.dll

Decompiled 2 days ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
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(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("Omniscye")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("EmpressBlood")]
[assembly: AssemblyTitle("EmpressBlood")]
[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;
		}
	}
}
[BepInPlugin("com.empress.blood", "EmpressBlood", "1.0.0")]
public class EmpressBlood : BaseUnityPlugin
{
	public static class BloodPatches
	{
		[HarmonyPatch(typeof(EnemyHealth), "HurtRPC")]
		[HarmonyPostfix]
		public static void EnemyHurtRPC(EnemyHealth __instance, int _damage, Vector3 _hurtDirection)
		{
			//IL_0007: 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)
			Splatter(((Component)__instance).transform.position, _hurtDirection);
		}

		[HarmonyPatch(typeof(PlayerHealth), "Hurt")]
		[HarmonyPostfix]
		public static void PlayerHurt(PlayerHealth __instance, int damage)
		{
			//IL_0007: 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)
			Splatter(((Component)__instance).transform.position, Vector3.down);
		}

		[HarmonyPatch(typeof(PlayerHealth), "UpdateHealthRPC")]
		[HarmonyPrefix]
		public static void PlayerUpdateHealthRPC(PlayerHealth __instance, int healthNew, int ___health)
		{
			//IL_0010: Unknown result type (might be due to invalid IL or missing references)
			//IL_0015: Unknown result type (might be due to invalid IL or missing references)
			if (healthNew < ___health)
			{
				Splatter(((Component)__instance).transform.position, Vector3.down);
			}
		}
	}

	private static Texture2D bloodTexture;

	private static Material bloodMaterial;

	private void Awake()
	{
		//IL_0005: Unknown result type (might be due to invalid IL or missing references)
		//IL_000f: Expected O, but got Unknown
		//IL_00dc: Unknown result type (might be due to invalid IL or missing references)
		//IL_00e6: Expected O, but got Unknown
		//IL_00fb: Unknown result type (might be due to invalid IL or missing references)
		//IL_0023: 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_0095: Unknown result type (might be due to invalid IL or missing references)
		//IL_007f: Unknown result type (might be due to invalid IL or missing references)
		bloodTexture = new Texture2D(64, 64);
		for (int i = 0; i < 64; i++)
		{
			for (int j = 0; j < 64; j++)
			{
				float num = Vector2.Distance(new Vector2((float)i, (float)j), new Vector2(32f, 32f));
				if (num < 24f + Random.Range(-8f, 8f))
				{
					bloodTexture.SetPixel(i, j, new Color(0.6f, 0f, 0f, Random.Range(0.8f, 1f)));
				}
				else
				{
					bloodTexture.SetPixel(i, j, Color.clear);
				}
			}
		}
		bloodTexture.Apply();
		bloodMaterial = new Material(Shader.Find("Sprites/Default"));
		bloodMaterial.mainTexture = (Texture)(object)bloodTexture;
		bloodMaterial.color = Color.white;
		Harmony.CreateAndPatchAll(typeof(BloodPatches), (string)null);
	}

	public static void Splatter(Vector3 position, Vector3 direction)
	{
		//IL_0001: Unknown result type (might be due to invalid IL or missing references)
		//IL_0002: 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_0015: 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_001d: 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_0027: 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_0031: 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_0048: Unknown result type (might be due to invalid IL or missing references)
		if (direction == Vector3.zero)
		{
			direction = Vector3.down;
		}
		RaycastHit hit = default(RaycastHit);
		for (int i = 0; i < Random.Range(1, 4); i++)
		{
			Vector3 val = direction + Random.insideUnitSphere;
			Vector3 normalized = ((Vector3)(ref val)).normalized;
			if (Physics.Raycast(position, normalized, ref hit, 5f, -1, (QueryTriggerInteraction)1))
			{
				CreateDecal(hit);
			}
		}
	}

	private static void CreateDecal(RaycastHit hit)
	{
		//IL_001c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0023: 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_0045: Unknown result type (might be due to invalid IL or missing references)
		//IL_004a: Unknown result type (might be due to invalid IL or missing references)
		//IL_004f: 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_0096: Unknown result type (might be due to invalid IL or missing references)
		GameObject val = GameObject.CreatePrimitive((PrimitiveType)5);
		Object.Destroy((Object)(object)val.GetComponent<Collider>());
		val.transform.position = ((RaycastHit)(ref hit)).point + ((RaycastHit)(ref hit)).normal * 0.02f;
		val.transform.rotation = Quaternion.LookRotation(-((RaycastHit)(ref hit)).normal);
		val.transform.Rotate(0f, 0f, (float)Random.Range(0, 360));
		val.transform.localScale = Vector3.one * Random.Range(0.3f, 1.2f);
		MeshRenderer component = val.GetComponent<MeshRenderer>();
		((Renderer)component).material = bloodMaterial;
	}
}