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 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(".NETFramework,Version=v4.6", FrameworkDisplayName = ".NET Framework 4.6")]
[assembly: AssemblyCompany("KeepInventory")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("Keep Inventory On Death")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("KeepInventory")]
[assembly: AssemblyTitle("KeepInventory")]
[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.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace KeepInventory
{
[BepInPlugin("wkRaphael.KeepInventory", "KeepInventory", "0.0.1")]
public class Plugin : BaseUnityPlugin
{
[HarmonyPatch]
public class KeepInventory
{
[HarmonyPatch(typeof(PlayerCharacter), "Die")]
private static bool Prefix(PlayerCharacter __instance)
{
if (!((Component)((Component)__instance).transform).CompareTag("D"))
{
__instance.IsDead = true;
((Component)((Component)__instance).transform).tag = "D";
PlayerWeapons.code.HolsterCurrentWeapon();
((Component)__instance.deathEffect).gameObject.SetActive(true);
__instance.deathEffect.Play("death effect");
((Collider)FPSRigidBodyWalker.code.characterController).enabled = false;
Global.code.CloseAllUI(false);
FPSPlayer.code.Die();
Global.code.uiDeath.Open();
if (__instance.DifficultyBalancer > 0)
{
__instance.DifficultyBalancer = 0;
}
FPSRigidBodyWalker.code.climbing = false;
__instance.ResetVehicle();
if (((Component)Global.code.uiInventory).gameObject.activeSelf)
{
Global.code.uiInventory.Close(true, true);
}
__instance.DifficultyBalancer = Mathf.Clamp(__instance.DifficultyBalancer, 0, 3);
}
return false;
}
}
private readonly Harmony harmony = new Harmony("wkRaphael.KeepInventory");
private void Awake()
{
harmony.PatchAll();
}
}
public static class PluginInfo
{
public const string PLUGIN_GUID = "KeepInventory";
public const string PLUGIN_NAME = "KeepInventory";
public const string PLUGIN_VERSION = "1.0.0";
}
}