Decompiled source of CrosshairDotRemover v1.0.0

CrosshairDotRemover.dll

Decompiled 7 months ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.UI;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("CrosshairDotRemover")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Azumatt")]
[assembly: AssemblyProduct("CrosshairDotRemover")]
[assembly: AssemblyCopyright("Copyright ©  2023")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("3DC357FF-84FD-4BB0-89C7-FA6059583C24")]
[assembly: AssemblyFileVersion("1.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8.1", FrameworkDisplayName = ".NET Framework 4.8.1")]
[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 CrosshairDotRemover
{
	[HarmonyPatch(typeof(Ironsights), "Update")]
	public static class IronsightsUpdatePatch
	{
		public static void Postfix(Ironsights __instance)
		{
			if (Object.op_Implicit((Object)(object)Global.code) && Object.op_Implicit((Object)(object)__instance.WeaponBehaviorComponent) && (double)Time.timeScale > 0.0 && (double)Time.deltaTime > 0.0 && (double)Time.smoothDeltaTime > 0.0)
			{
				Image component = FindCrosshairDot().GetComponent<Image>();
				if (ShouldHideDot(__instance))
				{
					((Behaviour)component).enabled = false;
				}
				else if (!((Behaviour)component).enabled)
				{
					((Behaviour)component).enabled = true;
				}
			}
		}

		private static GameObject FindCrosshairDot()
		{
			return ((Component)Global.code.uiCombat.crosshairGroup.transform.parent.Find("dot_1")).gameObject;
		}

		private static bool ShouldHideDot(Ironsights instance)
		{
			if (IsPlayerZoomedOrCanBackstab(instance) && IsPlayerAlive() && IsWeaponReady(instance) && IsNotReloading(instance) && HasCurrentWeapon(instance))
			{
				return IsValidWeaponState(instance);
			}
			return false;
		}

		private static bool IsPlayerZoomedOrCanBackstab(Ironsights instance)
		{
			if (!instance.FPSPlayerComponent.zoomed)
			{
				return instance.FPSPlayerComponent.canBackstab;
			}
			return true;
		}

		private static bool IsPlayerAlive()
		{
			return (double)Global.code.Player.Health > 0.0;
		}

		private static bool IsWeaponReady(Ironsights instance)
		{
			return Time.time > instance.PlayerWeaponsComponent.switchTime + instance.WeaponBehaviorComponent.readyTimeAmt;
		}

		private static bool IsNotReloading(Ironsights instance)
		{
			return !instance.reloading;
		}

		private static bool HasCurrentWeapon(Ironsights instance)
		{
			return instance.PlayerWeaponsComponent.currentWeapon != 0;
		}

		private static bool IsValidWeaponState(Ironsights instance)
		{
			if (!instance.FPSPlayerComponent.canBackstab && (!instance.WeaponBehaviorComponent.zoomIsBlock || !IsWeaponFireRateValid(instance)))
			{
				return !instance.WeaponBehaviorComponent.zoomIsBlock;
			}
			return true;
		}

		private static bool IsWeaponFireRateValid(Ironsights instance)
		{
			if (Time.time > instance.WeaponBehaviorComponent.shootStartTime + instance.WeaponBehaviorComponent.fireRate)
			{
				if (instance.WeaponBehaviorComponent.shootFromBlock)
				{
					return instance.WeaponBehaviorComponent.shootFromBlock;
				}
				return true;
			}
			return false;
		}
	}
	[BepInPlugin("Azumatt.CrosshairDotRemover", "CrosshairDotRemover", "1.0.0")]
	public class CrosshairDotRemoverPlugin : BaseUnityPlugin
	{
		internal const string ModName = "CrosshairDotRemover";

		internal const string ModVersion = "1.0.0";

		internal const string Author = "Azumatt";

		private const string ModGUID = "Azumatt.CrosshairDotRemover";

		private readonly Harmony _harmony = new Harmony("Azumatt.CrosshairDotRemover");

		private void Awake()
		{
			_harmony.PatchAll();
		}
	}
}