Decompiled source of Singleplayer Revive v1.0.0

SinglePlayerRevive.dll

Decompiled 3 days ago
using System;
using System.Collections;
using System.Collections.Generic;
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 Photon.Pun;
using Photon.Realtime;
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: IgnoresAccessChecksTo("")]
[assembly: AssemblyCompany("Omniscye")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("SinglePlayerRevive")]
[assembly: AssemblyTitle("SinglePlayerRevive")]
[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;
		}
	}
}
namespace SinglePlayerRevive
{
	[BepInPlugin("Omniscye.SinglePlayerRevive", "SinglePlayerRevive", "1.0")]
	public class SinglePlayerRevive : BaseUnityPlugin
	{
		internal static SinglePlayerRevive Instance { get; private set; }

		internal static ManualLogSource Logger => Instance._logger;

		private ManualLogSource _logger => ((BaseUnityPlugin)this).Logger;

		internal Harmony? Harmony { get; set; }

		private void Awake()
		{
			Instance = this;
			((Component)this).gameObject.transform.parent = null;
			((Object)((Component)this).gameObject).hideFlags = (HideFlags)61;
			Patch();
			Logger.LogInfo((object)$"{((BaseUnityPlugin)this).Info.Metadata.GUID} v{((BaseUnityPlugin)this).Info.Metadata.Version} has loaded!");
		}

		internal void Patch()
		{
			//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_0021: Expected O, but got Unknown
			//IL_0026: Expected O, but got Unknown
			if (Harmony == null)
			{
				Harmony val = new Harmony(((BaseUnityPlugin)this).Info.Metadata.GUID);
				Harmony val2 = val;
				Harmony = val;
			}
			Harmony.PatchAll();
		}

		internal void Unpatch()
		{
			Harmony? harmony = Harmony;
			if (harmony != null)
			{
				harmony.UnpatchSelf();
			}
		}

		private void Update()
		{
		}
	}
}
namespace Empress.SingleplayerRevive
{
	[BepInPlugin("com.empress.Singleplayer_Revive", "Singleplayer_Revive", "1.0.1")]
	public class SingleplayerRevivePlugin : BaseUnityPlugin
	{
		[CompilerGenerated]
		private sealed class <ReviveRoutine>d__12 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			private float <delay>5__1;

			private Exception <caught>5__2;

			private PlayerController <pc>5__3;

			private PlayerAvatar <avatar>5__4;

			private PlayerHealth <ph>5__5;

			private int <target>5__6;

			private int <delta>5__7;

			private Exception <e>5__8;

			object IEnumerator<object>.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			object IEnumerator.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			[DebuggerHidden]
			public <ReviveRoutine>d__12(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<caught>5__2 = null;
				<pc>5__3 = null;
				<avatar>5__4 = null;
				<ph>5__5 = null;
				<e>5__8 = null;
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_0066: Unknown result type (might be due to invalid IL or missing references)
				//IL_0070: Expected O, but got Unknown
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					ReviveInProgress = true;
					<delay>5__1 = Mathf.Max(0f, CReviveDelay.Value);
					if (<delay>5__1 > 0f)
					{
						<>2__current = (object)new WaitForSeconds(<delay>5__1);
						<>1__state = 1;
						return true;
					}
					goto IL_0080;
				case 1:
					<>1__state = -1;
					goto IL_0080;
				case 2:
					{
						<>1__state = -1;
						ReviveInProgress = false;
						if (<caught>5__2 != null)
						{
							ManualLogSource log = Log;
							if (log != null)
							{
								log.LogError((object)<caught>5__2);
							}
						}
						return false;
					}
					IL_0080:
					<caught>5__2 = null;
					try
					{
						<pc>5__3 = PlayerController.instance;
						<avatar>5__4 = (((Object)(object)<pc>5__3 != (Object)null) ? <pc>5__3.playerAvatarScript : null);
						if ((Object)(object)<avatar>5__4 == (Object)null)
						{
							Log.LogWarning((object)"No local PlayerAvatar found. Aborting revive.");
							ReviveInProgress = false;
							return false;
						}
						if (!<avatar>5__4.isDisabled && !<avatar>5__4.deadSet)
						{
							ReviveInProgress = false;
							return false;
						}
						<avatar>5__4.Revive(false);
						<ph>5__5 = <avatar>5__4.playerHealth;
						if ((Object)(object)<ph>5__5 != (Object)null)
						{
							<target>5__6 = Mathf.Clamp(CReviveHealth.Value, 1, Mathf.Max(1, <ph>5__5.maxHealth));
							<delta>5__7 = <target>5__6 - Mathf.Max(0, <ph>5__5.health);
							if (<delta>5__7 > 0)
							{
								<ph>5__5.Heal(<delta>5__7, false);
							}
						}
						<pc>5__3 = null;
						<avatar>5__4 = null;
						<ph>5__5 = null;
					}
					catch (Exception ex)
					{
						<e>5__8 = ex;
						<caught>5__2 = <e>5__8;
					}
					<>2__current = null;
					<>1__state = 2;
					return true;
				}
			}

			bool IEnumerator.MoveNext()
			{
				//ILSpy generated this explicit interface implementation from .override directive in MoveNext
				return this.MoveNext();
			}

			[DebuggerHidden]
			void IEnumerator.Reset()
			{
				throw new NotSupportedException();
			}
		}

		public const string PluginGuid = "com.empress.Singleplayer_Revive";

		public const string PluginName = "Singleplayer_Revive";

		public const string PluginVersion = "1.0.1";

		internal static ManualLogSource Log;

		internal static Harmony Harmony;

		internal static ConfigEntry<bool> CEnabled;

		internal static ConfigEntry<float> CReviveDelay;

		internal static ConfigEntry<int> CReviveHealth;

		internal static ConfigEntry<bool> CRestrictToSoloInMP;

		internal static bool ReviveInProgress;

		private void Awake()
		{
			//IL_0096: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a0: Expected O, but got Unknown
			Log = ((BaseUnityPlugin)this).Logger;
			CEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Enabled", true, "Master enable/disable.");
			CReviveDelay = ((BaseUnityPlugin)this).Config.Bind<float>("General", "ReviveDelaySeconds", 2f, "Delay before reviving the player.");
			CReviveHealth = ((BaseUnityPlugin)this).Config.Bind<int>("General", "ReviveHealth", 50, "Health set after revive (clamped to [1..maxHealth]).");
			CRestrictToSoloInMP = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "RestrictToSoloInMP", true, "Only revive in MP if room PlayerCount <= 1.");
			Harmony = new Harmony("com.empress.Singleplayer_Revive");
			Harmony.PatchAll(typeof(Patch_RunManager_ChangeLevel));
			Log.LogInfo((object)"Singleplayer_Revive 1.0.1 loaded.");
		}

		private void OnDestroy()
		{
			Harmony harmony = Harmony;
			if (harmony != null)
			{
				harmony.UnpatchSelf();
			}
		}

		[IteratorStateMachine(typeof(<ReviveRoutine>d__12))]
		internal static IEnumerator ReviveRoutine()
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <ReviveRoutine>d__12(0);
		}
	}
	[HarmonyPatch(typeof(RunManager), "ChangeLevel")]
	internal static class Patch_RunManager_ChangeLevel
	{
		[HarmonyPrefix]
		[HarmonyPriority(600)]
		private static bool Prefix(RunManager __instance, bool _completedLevel, bool _levelFailed, ChangeLevelType _changeLevelType)
		{
			try
			{
				if (!SingleplayerRevivePlugin.CEnabled.Value)
				{
					return true;
				}
				if (!_levelFailed)
				{
					return true;
				}
				if (!SemiFunc.RunIsLevel())
				{
					return true;
				}
				if (SingleplayerRevivePlugin.ReviveInProgress)
				{
					return false;
				}
				if (GameManager.Multiplayer() && SingleplayerRevivePlugin.CRestrictToSoloInMP.Value)
				{
					try
					{
						Room currentRoom = PhotonNetwork.CurrentRoom;
						int num = ((currentRoom != null) ? currentRoom.PlayerCount : 0);
						SingleplayerRevivePlugin.Log.LogDebug((object)$"Room player count = {num}");
						if (num > 1)
						{
							return true;
						}
					}
					catch (Exception ex)
					{
						SingleplayerRevivePlugin.Log.LogWarning((object)("PlayerCount check failed: " + ex.Message));
						return true;
					}
				}
				PlayerController instance = PlayerController.instance;
				PlayerAvatar val = (((Object)(object)instance != (Object)null) ? instance.playerAvatarScript : null);
				if ((Object)(object)val == (Object)null || !val.isDisabled)
				{
					return true;
				}
				__instance.allPlayersDead = false;
				((MonoBehaviour)__instance).StartCoroutine(SingleplayerRevivePlugin.ReviveRoutine());
				SingleplayerRevivePlugin.Log.LogInfo((object)"Suppressed run fail and revived local player (solo).");
				return false;
			}
			catch (Exception ex2)
			{
				ManualLogSource log = SingleplayerRevivePlugin.Log;
				if (log != null)
				{
					log.LogError((object)ex2);
				}
				return true;
			}
		}
	}
}