Decompiled source of Empress FlashlightControl v1.0.1

EmpressFlashlightControl.dll

Decompiled 18 hours 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 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(".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("EmpressFlashlightControl")]
[assembly: AssemblyTitle("EmpressFlashlightControl")]
[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.flashlight.mod", "Empress_FlashlightControl", "1.1.0")]
public class FlashlightControlMod : BaseUnityPlugin
{
	[HarmonyPatch(typeof(FlashlightController), "Update")]
	public class FlashlightPatch
	{
		[HarmonyPrefix]
		public static void Prefix(FlashlightController __instance, out bool __state)
		{
			//IL_001d: Unknown result type (might be due to invalid IL or missing references)
			__state = false;
			if (__instance.PlayerAvatar.isLocal)
			{
				if (Input.GetKeyDown(ToggleKey.Value))
				{
					IsOn = !IsOn;
				}
				__instance.hideFlashlight = !IsOn;
				__state = __instance.PlayerAvatar.isCrouching;
				__instance.PlayerAvatar.isCrouching = false;
			}
		}

		[HarmonyPostfix]
		public static void Postfix(FlashlightController __instance, bool __state)
		{
			if (__instance.PlayerAvatar.isLocal)
			{
				__instance.PlayerAvatar.isCrouching = __state;
				if ((Object)(object)__instance.spotlight != (Object)null)
				{
					Light spotlight = __instance.spotlight;
					spotlight.intensity *= BrightnessMultiplier.Value;
				}
			}
		}
	}

	private static ConfigEntry<KeyCode> ToggleKey;

	private static ConfigEntry<float> BrightnessMultiplier;

	private static bool IsOn = true;

	private void Awake()
	{
		ToggleKey = ((BaseUnityPlugin)this).Config.Bind<KeyCode>("General", "ToggleKey", (KeyCode)102, "Key to toggle the flashlight");
		BrightnessMultiplier = ((BaseUnityPlugin)this).Config.Bind<float>("General", "BrightnessMultiplier", 2f, "Multiplier for flashlight brightness");
		Harmony.CreateAndPatchAll(typeof(FlashlightPatch), (string)null);
	}
}