Decompiled source of Agility v1.0.0

Agility.dll

Decompiled a day 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 BepInEx.Logging;
using Character_Stats;
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: IgnoresAccessChecksTo("")]
[assembly: AssemblyCompany("headclef")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+2713edf789e2552eb611bef3bc94a83d2c8b234c")]
[assembly: AssemblyProduct("Agility")]
[assembly: AssemblyTitle("Agility")]
[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 Agility
{
	[BepInPlugin("headclef.Agility", "Agility", "1.0.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Agility : BaseUnityPlugin
	{
		private const string PluginGuid = "headclef.Agility";

		private const string PluginName = "Agility";

		private const string PluginVersion = "1.0.0";

		internal static ConfigEntry<bool> EnableStaminaRegen;

		internal static ConfigEntry<float> BaseRegenPerSecond;

		internal static ConfigEntry<float> RegenPerCombinedLevel;

		internal static ConfigEntry<float> MaxRegenPerSecond;

		internal static Agility Instance { get; private set; }

		internal static ManualLogSource Logger => Instance._logger;

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

		internal Harmony? Harmony { get; set; }

		private void Awake()
		{
			//IL_0048: Unknown result type (might be due to invalid IL or missing references)
			//IL_004d: Unknown result type (might be due to invalid IL or missing references)
			//IL_004f: Expected O, but got Unknown
			//IL_0054: Expected O, but got Unknown
			Instance = this;
			((Component)this).gameObject.transform.parent = null;
			((Object)((Component)this).gameObject).hideFlags = (HideFlags)61;
			BindConfiguration();
			if (Harmony == null)
			{
				Harmony val = new Harmony(((BaseUnityPlugin)this).Info.Metadata.GUID);
				Harmony val2 = val;
				Harmony = val;
			}
			Harmony.PatchAll();
			Logger.LogInfo((object)$"{((BaseUnityPlugin)this).Info.Metadata.GUID} v{((BaseUnityPlugin)this).Info.Metadata.Version} has loaded!");
		}

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

		private void BindConfiguration()
		{
			//IL_004f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0059: Expected O, but got Unknown
			//IL_008c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0096: Expected O, but got Unknown
			//IL_00c9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d3: Expected O, but got Unknown
			EnableStaminaRegen = ((BaseUnityPlugin)this).Config.Bind<bool>("Stamina Regeneration", "Enable", true, "Enable passive stamina regeneration based on agility stats.");
			BaseRegenPerSecond = ((BaseUnityPlugin)this).Config.Bind<float>("Stamina Regeneration", "Base Regen Per Second", 0f, new ConfigDescription("Base stamina regeneration per second regardless of stats. 0 = no base regen.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 10f), Array.Empty<object>()));
			RegenPerCombinedLevel = ((BaseUnityPlugin)this).Config.Bind<float>("Stamina Regeneration", "Regen Per Combined Level", 0.3f, new ConfigDescription("Additional stamina regeneration per second for each combined level of Stamina + Crouch Rest + Speed upgrades.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 5f), Array.Empty<object>()));
			MaxRegenPerSecond = ((BaseUnityPlugin)this).Config.Bind<float>("Stamina Regeneration", "Max Regen Per Second", 0f, new ConfigDescription("Maximum stamina regeneration per second. 0 = no cap.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 50f), Array.Empty<object>()));
		}
	}
}
namespace Agility.Patches
{
	[HarmonyPatch]
	internal static class StaminaRegenPatch
	{
		private static float _lastLogTime;

		[HarmonyPatch(typeof(PlayerController), "Update")]
		[HarmonyPostfix]
		private static void PlayerController_Update_Postfix(PlayerController __instance)
		{
			if (!Agility.EnableStaminaRegen.Value || !Character_Stats.AreStatsReady)
			{
				return;
			}
			try
			{
				if ((Object)(object)__instance != (Object)(object)PlayerController.instance)
				{
					return;
				}
				string localSteamId = Character_Stats.GetLocalSteamId();
				if (localSteamId == null)
				{
					return;
				}
				int upgradeLevel = Character_Stats.GetUpgradeLevel(localSteamId, "Stamina");
				int upgradeLevel2 = Character_Stats.GetUpgradeLevel(localSteamId, "Crouch Rest");
				int upgradeLevel3 = Character_Stats.GetUpgradeLevel(localSteamId, "Speed");
				int num = upgradeLevel + upgradeLevel2 + upgradeLevel3;
				if (num <= 0 && Agility.BaseRegenPerSecond.Value <= 0f)
				{
					return;
				}
				float num2 = Agility.BaseRegenPerSecond.Value + Agility.RegenPerCombinedLevel.Value * (float)num;
				float value = Agility.MaxRegenPerSecond.Value;
				if (value > 0f)
				{
					num2 = Math.Min(num2, value);
				}
				if (num2 <= 0f)
				{
					return;
				}
				float num3 = num2 * Time.deltaTime;
				float energyCurrent = __instance.EnergyCurrent;
				float energyStart = __instance.EnergyStart;
				if (!(energyCurrent >= energyStart))
				{
					__instance.EnergyCurrent = Math.Min(energyCurrent + num3, energyStart);
					if (Time.time - _lastLogTime > 10f)
					{
						_lastLogTime = Time.time;
						Agility.Logger.LogDebug((object)($"Stamina regen: {num2:F2}/sec (combined level: {num}, " + $"stamina: {upgradeLevel}, crouch: {upgradeLevel2}, speed: {upgradeLevel3})"));
					}
				}
			}
			catch (Exception ex)
			{
				Agility.Logger.LogError((object)("StaminaRegen exception: " + ex.Message));
			}
		}
	}
}