Decompiled source of Respawn v1.2.0

Respawn.dll

Decompiled 2 weeks ago
using System;
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 Microsoft.CodeAnalysis;
using Photon.Pun;
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-CSharp-firstpass")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: IgnoresAccessChecksTo("Autodesk.Fbx")]
[assembly: IgnoresAccessChecksTo("Facepunch.Steamworks.Win64")]
[assembly: IgnoresAccessChecksTo("FbxBuildTestAssets")]
[assembly: IgnoresAccessChecksTo("Klattersynth")]
[assembly: IgnoresAccessChecksTo("Photon3Unity3D")]
[assembly: IgnoresAccessChecksTo("PhotonChat")]
[assembly: IgnoresAccessChecksTo("PhotonRealtime")]
[assembly: IgnoresAccessChecksTo("PhotonUnityNetworking")]
[assembly: IgnoresAccessChecksTo("PhotonUnityNetworking.Utilities")]
[assembly: IgnoresAccessChecksTo("PhotonVoice.API")]
[assembly: IgnoresAccessChecksTo("PhotonVoice")]
[assembly: IgnoresAccessChecksTo("PhotonVoice.PUN")]
[assembly: IgnoresAccessChecksTo("SingularityGroup.HotReload.Runtime")]
[assembly: IgnoresAccessChecksTo("SingularityGroup.HotReload.Runtime.Public")]
[assembly: IgnoresAccessChecksTo("Sirenix.OdinInspector.Attributes")]
[assembly: IgnoresAccessChecksTo("Sirenix.Serialization.Config")]
[assembly: IgnoresAccessChecksTo("Sirenix.Serialization")]
[assembly: IgnoresAccessChecksTo("Sirenix.Utilities")]
[assembly: IgnoresAccessChecksTo("Unity.AI.Navigation")]
[assembly: IgnoresAccessChecksTo("Unity.Formats.Fbx.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem.ForUI")]
[assembly: IgnoresAccessChecksTo("Unity.Postprocessing.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.ShaderLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.TextMeshPro")]
[assembly: IgnoresAccessChecksTo("Unity.Timeline")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Antlr3.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Core")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Flow")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.State")]
[assembly: IgnoresAccessChecksTo("UnityEngine.ARModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.NVIDIAModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.UI")]
[assembly: IgnoresAccessChecksTo("websocket-sharp")]
[assembly: AssemblyCompany("ShaderLaze")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Respawn")]
[assembly: AssemblyTitle("Respawn")]
[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 RespawnMod
{
	[BepInPlugin("ShaderLaze.Respawn", "Respawn", "1.1.1")]
	public class Respawn : BaseUnityPlugin
	{
		internal ConfigEntry<bool> configUseDeathHead = null;

		internal ConfigEntry<bool> configUseTumble = null;

		internal ConfigEntry<bool> configRespawnAtDeathPosition = null;

		internal static Respawn Instance { get; private set; }

		private void Awake()
		{
			//IL_0070: Unknown result type (might be due to invalid IL or missing references)
			//IL_0076: Expected O, but got Unknown
			Instance = this;
			configUseDeathHead = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "CreateDeathHead", true, "Создавать ли DeathHead при респавне");
			configUseTumble = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "CreateTumble", true, "Создавать ли Tumble при респавне");
			configRespawnAtDeathPosition = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "RespawnAtDeathPosition", false, "Респавнить на месте смерти (true) или на точке спавна (false)");
			GameObject val = new GameObject("RespawnUpdater");
			((Object)val).hideFlags = (HideFlags)61;
			val.AddComponent<RespawnUpdater>();
			Object.DontDestroyOnLoad((Object)(object)val);
			((BaseUnityPlugin)this).Logger.LogInfo((object)"Respawn mod initialized.");
		}
	}
	public class RespawnUpdater : MonoBehaviour
	{
		private void Update()
		{
			if (Input.GetKeyDown((KeyCode)282))
			{
				RespawnAllDeadPlayers();
			}
		}

		private void RespawnAllDeadPlayers()
		{
			//IL_0081: Unknown result type (might be due to invalid IL or missing references)
			//IL_009c: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b6: Unknown result type (might be due to invalid IL or missing references)
			List<PlayerAvatar> list = GameDirector.instance.PlayerList.FindAll((PlayerAvatar player) => player.deadSet);
			int num = 0;
			foreach (PlayerAvatar item in list)
			{
				bool flag = (Object)(object)item.playerDeathHead != (Object)null;
				PlayerDeathHead playerDeathHead = item.playerDeathHead;
				Vector3? obj;
				if (playerDeathHead == null)
				{
					obj = null;
				}
				else
				{
					Transform transform = ((Component)playerDeathHead).transform;
					obj = ((transform != null) ? new Vector3?(transform.position) : null);
				}
				Vector3? val = obj;
				Vector3 val2 = new Vector3(0f, 3000f, 0f);
				bool flag2 = val.HasValue && val.GetValueOrDefault() == val2;
				if (flag && !flag2)
				{
					RespawnPlayer(item);
					num++;
				}
			}
			Debug.Log((object)$"Respawned {num} dead player(s).");
		}

		private void RespawnPlayer(PlayerAvatar player)
		{
			//IL_006f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0074: Unknown result type (might be due to invalid IL or missing references)
			//IL_007c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0081: Unknown result type (might be due to invalid IL or missing references)
			//IL_008c: Unknown result type (might be due to invalid IL or missing references)
			//IL_008d: Unknown result type (might be due to invalid IL or missing references)
			Respawn instance = Respawn.Instance;
			if (instance.configRespawnAtDeathPosition.Value)
			{
				player.photonView.RPC("ReviveRPC", (RpcTarget)0, new object[1] { false });
			}
			else
			{
				SpawnPoint[] array = Object.FindObjectsOfType<SpawnPoint>();
				if (array.Length == 0)
				{
					Debug.LogWarning((object)"No spawn points found.");
					return;
				}
				SpawnPoint val = array[Random.Range(0, array.Length)];
				Vector3 position = ((Component)val).transform.position;
				Quaternion rotation = ((Component)val).transform.rotation;
				player.Revive(false);
				player.Spawn(position, rotation);
			}
			Debug.Log((object)("Respawned player: " + player.playerName));
		}
	}
}