Decompiled source of GunsOPlenty v0.2.0

plugins/GunsOPlenty/GunsOPlenty.dll

Decompiled 3 months ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
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 GunsOPlenty.Data;
using GunsOPlenty.Stuff;
using GunsOPlenty.Utils;
using GunsOPlenty.Weapons;
using HarmonyLib;
using PluginConfig.API;
using PluginConfig.API.Decorators;
using PluginConfig.API.Fields;
using ULTRAKILL.Cheats;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("UK_ProofOfConcept")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("UK_ProofOfConcept")]
[assembly: AssemblyCopyright("Copyright ©  2023")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("0d16883d-19af-4817-beb6-a11debe20732")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
public class BeeThing : MonoBehaviour
{
	private Vector3 startPos;

	private Vector3 crazyPos;

	public float factor = 0.5f;

	public float bound = 36f;

	public float speed = 5f;

	public float deathTimer = 15f;

	public float startTime;

	public GameObject target;

	public EnemyIdentifier targetEid;

	public EnemyColliderDetector ecd;

	public GameObject sourceWeapon;

	private void Start()
	{
		//IL_0007: Unknown result type (might be due to invalid IL or missing references)
		//IL_000c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0013: Unknown result type (might be due to invalid IL or missing references)
		//IL_0018: Unknown result type (might be due to invalid IL or missing references)
		startPos = ((Component)this).transform.position;
		crazyPos = startPos;
		ecd = ((Component)this).gameObject.AddComponent<EnemyColliderDetector>();
		if ((Object)(object)ecd == (Object)null)
		{
			Debug.Log((object)"Nabit");
		}
		UpdateTargeter();
		DamageUpdate();
		startTime = Time.time;
		speed = 15f;
	}

	public void Die()
	{
		//IL_0018: Unknown result type (might be due to invalid IL or missing references)
		//IL_001d: Unknown result type (might be due to invalid IL or missing references)
		if (speed > 150f)
		{
			Object.Instantiate<GameObject>(PrefabBox.boom, ((Component)this).transform.position, Quaternion.identity);
		}
		Object.Destroy((Object)(object)((Component)this).gameObject);
	}

	public void DamageUpdate()
	{
		//IL_00b1: Unknown result type (might be due to invalid IL or missing references)
		//IL_00bc: Unknown result type (might be due to invalid IL or missing references)
		if (ecd.hitList.Count() > 0)
		{
			for (int i = 0; i < ecd.hitList.Count(); i++)
			{
				if ((Object)(object)ecd.hitList[i] != (Object)null && !ecd.hitList[i].dead)
				{
					GameObject val = ecd.GetLimbs(ecd.hitList[i])[Random.Range(0, ecd.GetLimbs(ecd.hitList[i]).Count - 1)];
					ecd.hitList[i].DeliverDamage(val, Vector3.zero, val.transform.position, 0.2f, false, 0f, sourceWeapon, false);
				}
			}
		}
		((MonoBehaviour)this).Invoke("DamageUpdate", 0.2f);
	}

	public void UpdateTargeter()
	{
		//IL_0043: Unknown result type (might be due to invalid IL or missing references)
		//IL_004e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0053: Unknown result type (might be due to invalid IL or missing references)
		//IL_0058: Unknown result type (might be due to invalid IL or missing references)
		float num = 1E+10f;
		GameObject[] array = GameObject.FindGameObjectsWithTag("Enemy");
		if (array.Length != 0)
		{
			for (int i = 0; i < array.Length; i++)
			{
				EnemyIdentifier component = array[i].GetComponent<EnemyIdentifier>();
				if (!((Object)(object)component == (Object)null) && !component.dead && !component.blessed)
				{
					Vector3 val = array[i].transform.position - ((Component)this).transform.position;
					float sqrMagnitude = ((Vector3)(ref val)).sqrMagnitude;
					if (sqrMagnitude < num)
					{
						num = sqrMagnitude;
						targetEid = component;
					}
				}
			}
		}
		if (num >= 1E+10f)
		{
			target = null;
			targetEid = null;
		}
		else
		{
			EnemyIdentifierIdentifier[] componentsInChildren = ((Component)targetEid).GetComponentsInChildren<EnemyIdentifierIdentifier>();
			target = ((Component)componentsInChildren[Random.Range(0, componentsInChildren.Length)]).gameObject;
		}
		((MonoBehaviour)this).Invoke("UpdateTargeter", 0.25f);
	}

	private void FixedUpdate()
	{
		//IL_0002: Unknown result type (might be due to invalid IL or missing references)
		//IL_0020: Unknown result type (might be due to invalid IL or missing references)
		//IL_0025: Unknown result type (might be due to invalid IL or missing references)
		//IL_002a: Unknown result type (might be due to invalid IL or missing references)
		//IL_00a6: 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_00b7: Unknown result type (might be due to invalid IL or missing references)
		//IL_003f: Unknown result type (might be due to invalid IL or missing references)
		//IL_004f: Unknown result type (might be due to invalid IL or missing references)
		//IL_005a: Unknown result type (might be due to invalid IL or missing references)
		//IL_005f: Unknown result type (might be due to invalid IL or missing references)
		//IL_0064: Unknown result type (might be due to invalid IL or missing references)
		//IL_0067: Unknown result type (might be due to invalid IL or missing references)
		//IL_0078: Unknown result type (might be due to invalid IL or missing references)
		//IL_007d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0082: Unknown result type (might be due to invalid IL or missing references)
		crazyPos += GOPUtils.RandPos((bound + speed * 0.8f) * Time.deltaTime);
		if ((Object)(object)target != (Object)null)
		{
			Vector3 val = crazyPos;
			Vector3 val2 = target.transform.position - ((Component)this).transform.position;
			crazyPos = val + ((Vector3)(ref val2)).normalized * (speed * Time.deltaTime);
		}
		float num = Mathf.Pow(factor, Time.deltaTime * speed);
		((Component)this).transform.position = Vector3.Lerp(crazyPos, ((Component)this).transform.position, num);
		if (Time.time - startTime > 1000f || speed > 200f)
		{
			Die();
		}
	}

	private Vector3 RandomVec3(float min, float max)
	{
		//IL_0019: Unknown result type (might be due to invalid IL or missing references)
		float num = Random.Range(min, max);
		float num2 = Random.Range(min, max);
		float num3 = Random.Range(min, max);
		return new Vector3(num, num2, num3);
	}
}
public class Generator : MonoBehaviour
{
	public GameObject fred;

	public GameObject sourceWeapon;

	public List<GameObject> freds = new List<GameObject>();

	private Vector3 startPos;

	private float lifeTimer;

	private float speed = 1f;

	public float rotVel = 15f;

	private float startTime;

	public float deathTime;

	private float spawnLoopTime;

	private bool firstDeath;

	private EnemyColliderDetector ecd;

	private void Start()
	{
		//IL_0019: Unknown result type (might be due to invalid IL or missing references)
		//IL_001e: Unknown result type (might be due to invalid IL or missing references)
		deathTime = 30f;
		firstDeath = true;
		startPos = ((Component)this).transform.position;
		((MonoBehaviour)this).Invoke("SpawnLoop", 1.5f);
		ecd = ((Component)this).gameObject.AddComponent<EnemyColliderDetector>();
		if ((Object)(object)ecd == (Object)null)
		{
			Debug.Log((object)"Dang");
		}
		startTime = Time.time;
		spawnLoopTime = Time.time;
	}

	public void SpawnLoop()
	{
		if (freds.Count < 10)
		{
			SpawnFred();
		}
		for (int i = 0; i < freds.Count; i++)
		{
			if ((Object)(object)freds[i] == (Object)null)
			{
				freds.Remove(freds[i]);
			}
		}
		((MonoBehaviour)this).Invoke("SpawnLoop", 2.5f - rotVel * 0.0008f);
	}

	public void Die()
	{
		//IL_0023: Unknown result type (might be due to invalid IL or missing references)
		//IL_0028: Unknown result type (might be due to invalid IL or missing references)
		Object.Destroy((Object)(object)((Component)this).gameObject);
		if (rotVel > 2000f)
		{
			Object.Instantiate<GameObject>(PrefabBox.superBoom, ((Component)this).transform.position, Quaternion.identity);
		}
		for (int i = 0; i < freds.Count; i++)
		{
			freds[i].GetComponent<BeeThing>().Die();
		}
		freds.Clear();
	}

	private void FixedUpdate()
	{
		//IL_0029: Unknown result type (might be due to invalid IL or missing references)
		//IL_002e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0033: Unknown result type (might be due to invalid IL or missing references)
		//IL_0039: Unknown result type (might be due to invalid IL or missing references)
		//IL_003e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0043: Unknown result type (might be due to invalid IL or missing references)
		//IL_005f: Unknown result type (might be due to invalid IL or missing references)
		((Component)this).transform.Rotate(0f, rotVel * Time.deltaTime, 0f, (Space)1);
		((Component)this).transform.position = Vector3.Lerp(startPos + Vector3.up, startPos + Vector3.down, 0.5f + Mathf.Sin(lifeTimer) / 2f);
		lifeTimer += Time.deltaTime;
		if (NoWeaponCooldown.NoCooldown)
		{
			startTime = Time.time;
		}
		if ((Time.time - startTime > deathTime || rotVel > 2880f) && firstDeath)
		{
			firstDeath = false;
			Die();
		}
	}

	private void SpawnFred()
	{
		//IL_000c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0011: Unknown result type (might be due to invalid IL or missing references)
		GameObject val = Object.Instantiate<GameObject>(fred, ((Component)this).transform.position, Quaternion.identity);
		val.GetComponent<BeeThing>().sourceWeapon = sourceWeapon;
		val.GetComponent<BeeThing>().speed = 15f + rotVel * 0.1f;
		freds.Add(val);
	}
}
namespace GunsOPlenty
{
	internal class PluginInfo
	{
		public const string Name = "Guns O' Plenty";

		public const string GUID = "ironfarm.uk.shooty.shooty";

		public const string Version = "0.2.0";
	}
	[BepInPlugin("ironfarm.uk.shooty.shooty", "Guns O' Plenty", "0.2.0")]
	public class Plugin : BaseUnityPlugin
	{
		private Harmony harmony = new Harmony("ironfarm.uk.shooty.shooty");

		private bool firstTime = true;

		public void Awake()
		{
		}

		public void Start()
		{
			ConfigManager.Setup();
			AssetHandler.LoadBundle();
			if (AssetHandler.bundleLoaded)
			{
				AssetHandler.CreateCustomPrefabs();
				WeaponHandler.SetupWeapons();
				harmony.PatchAll(typeof(WeaponPatch));
				harmony.PatchAll(typeof(StylePatch));
			}
			if (ConfigManager.StartupCheck.value)
			{
				SceneManager.activeSceneChanged += Startup;
			}
		}

		public void Update()
		{
		}

		private void Startup(Scene before, Scene after)
		{
			if (!(SceneHelper.CurrentScene == "Main Menu") || !firstTime)
			{
				return;
			}
			if (ConfigManager.StartupCheck.value)
			{
				if (AssetHandler.bundleLoaded)
				{
					MonoSingleton<HMRPlus>.Instance.SendHudMessageEffect("Guns O' Plenty <grad=rainbow>Successfully</grad> Loaded!", 0f, 4f, silent: false, 0.5f);
				}
				else
				{
					MonoSingleton<HMRPlus>.Instance.SendHudMessageEffect("Guns O' Plenty <grad=crimson>Failed</grad> to Load!", 0f, 4f, silent: false, 0.5f);
				}
			}
			firstTime = false;
		}
	}
}
namespace GunsOPlenty.Stuff
{
	public abstract class GOPWeapon
	{
		public virtual GameObject Asset { get; protected set; }

		public virtual GameObject LoadedAsset { get; protected set; }

		public virtual int Slot { get; set; }

		public virtual string Name { get; protected set; }

		public virtual bool IsSetup { get; protected set; }

		public virtual bool ShouldHave { get; set; }

		public abstract void Setup();

		public void UnSetup()
		{
			Debug.Log((object)("UnSetting Up " + Name));
			Asset = null;
			LoadedAsset = null;
			IsSetup = false;
		}

		public void SetSlot(int newSlot)
		{
			Slot = newSlot;
		}

		public void Create(Transform transform)
		{
			LoadedAsset = Object.Instantiate<GameObject>(Asset, transform);
		}
	}
	public class StylePatch
	{
		[HarmonyPatch(typeof(LeaderboardController), "SubmitCyberGrindScore")]
		[HarmonyPrefix]
		public static bool no(LeaderboardController __instance)
		{
			if (WeaponHandler.isCheating)
			{
				Debug.Log((object)"no");
				return false;
			}
			return true;
		}

		[HarmonyPatch(typeof(LeaderboardController), "SubmitLevelScore")]
		[HarmonyPrefix]
		public static bool nope(LeaderboardController __instance)
		{
			if (WeaponHandler.isCheating)
			{
				Debug.Log((object)"nope");
				return false;
			}
			return true;
		}

		[HarmonyPatch(typeof(LeaderboardController), "SubmitFishSize")]
		[HarmonyPrefix]
		public static bool notevenfish(LeaderboardController __instance)
		{
			if (WeaponHandler.isCheating)
			{
				Debug.Log((object)"not even fish");
				return false;
			}
			return true;
		}

		[HarmonyPatch(typeof(StyleHUD), "Start")]
		[HarmonyPostfix]
		public static void AddStyleToDict(StyleHUD __instance)
		{
		}

		[HarmonyPatch(typeof(StyleCalculator), "HitCalculator")]
		[HarmonyPostfix]
		public static void SpecialProjectileStyles(StyleCalculator __instance, string hitter, string enemyType, string hitLimb, bool dead, EnemyIdentifier eid = null, GameObject sourceWeapon = null)
		{
			if (!(hitter == "coin shot"))
			{
				return;
			}
			__instance.enemiesShot = true;
			if (dead)
			{
				if (enemyType == "spider")
				{
					__instance.AddPoints(100, "ultrakill.bigkill", eid, sourceWeapon);
				}
				else
				{
					__instance.AddPoints(50, "ultrakill.kill", eid, sourceWeapon);
				}
				__instance.gc.AddKill();
			}
			else
			{
				__instance.AddPoints(5, "", eid, sourceWeapon);
			}
		}
	}
	public static class WeaponHandler
	{
		private static List<GOPWeapon> weapons = new List<GOPWeapon>();

		public static GameObject thingy;

		private static GameObject initObj;

		public static bool isCheating = false;

		public static void AddWeapons()
		{
		}

		public static void SetupWeapons()
		{
			ChargeManager.Setup();
			Debug.Log((object)"Setting up weapon");
			weapons.Add(new FunnyGun());
			weapons.Add(new GoldenGun());
			weapons.Add(new TestCube());
			foreach (GOPWeapon weapon in weapons)
			{
				if (!weapon.IsSetup)
				{
					weapon.Setup();
				}
			}
		}

		public static void RemoveWeapons()
		{
			foreach (GOPWeapon weapon in weapons)
			{
				foreach (List<GameObject> slot in MonoSingleton<GunControl>.Instance.slots)
				{
					foreach (GameObject item in slot)
					{
						if ((Object)(object)item == (Object)(object)weapon.LoadedAsset)
						{
							slot.Remove(item);
						}
					}
				}
			}
			foreach (List<GameObject> slot2 in MonoSingleton<GunControl>.Instance.slots)
			{
				if (slot2.Count == 0)
				{
					MonoSingleton<GunControl>.Instance.slots.Remove(slot2);
				}
			}
			weapons.Clear();
		}

		public static void AddWeaponsToInventoy()
		{
			isCheating = false;
			foreach (GOPWeapon weapon in weapons)
			{
				switch (weapon.Name)
				{
				case "Funny Gun :D":
					weapon.ShouldHave = ConfigManager.FunGunEnable.value;
					weapon.Slot = ConfigManager.FunGunSlot.value;
					isCheating |= ConfigManager.FunGunEnable.value;
					break;
				case "Golden Shotgun":
					weapon.ShouldHave = ConfigManager.GoldenGunEnable.value;
					weapon.Slot = ConfigManager.GoldenGunSlot.value;
					isCheating |= ConfigManager.GoldenGunEnable.value;
					break;
				case "Test Cube":
					weapon.ShouldHave = ConfigManager.TestCubeEnable.value;
					weapon.Slot = ConfigManager.TestCubeSlot.value;
					isCheating |= ConfigManager.TestCubeEnable.value;
					break;
				default:
					Debug.Log((object)"ummm dafuq?");
					break;
				}
				if (weapon.ShouldHave)
				{
					weapon.Create(((Component)MonoSingleton<GunControl>.Instance).transform);
					MonoSingleton<GunControl>.Instance.shud.weaponFreshness.Add(weapon.LoadedAsset, 10f);
					weapon.LoadedAsset.SetActive(false);
					int count = MonoSingleton<GunControl>.Instance.slots.Count;
					if (weapon.Slot > count)
					{
						for (int i = 0; i < weapon.Slot - count; i++)
						{
							MonoSingleton<GunControl>.Instance.slots.Add(new List<GameObject>());
						}
					}
					MonoSingleton<GunControl>.Instance.slots[weapon.Slot - 1].Add(weapon.LoadedAsset);
				}
				MonoSingleton<GunControl>.Instance.UpdateWeaponList(true);
			}
		}

		public static void AddStyle()
		{
			foreach (GOPWeapon weapon in weapons)
			{
				AddToStyleDict(weapon.LoadedAsset);
			}
		}

		public static void AddToStyleDict(GameObject obj)
		{
			if ((Object)(object)obj != (Object)null && !MonoSingleton<StyleHUD>.Instance.weaponFreshness.ContainsKey(obj))
			{
				MonoSingleton<StyleHUD>.Instance.weaponFreshness.Add(obj, 10f);
				Debug.Log((object)(((Object)obj).name + " has been added to dictionary"));
			}
			else if (MonoSingleton<StyleHUD>.Instance.weaponFreshness.ContainsKey(obj))
			{
				Debug.Log((object)(((Object)obj).name + " is already in dictionary"));
			}
			else
			{
				Debug.Log((object)(((Object)obj).name + " isn't real"));
			}
		}
	}
	public static class WeaponPatch
	{
		[HarmonyPatch(typeof(GunControl), "Start")]
		[HarmonyPostfix]
		public static void AddGuns(GunControl __instance)
		{
			WeaponHandler.AddWeaponsToInventoy();
		}

		[HarmonyPatch(typeof(StyleHUD), "Update")]
		[HarmonyPostfix]
		public static void UpdateStyleWithGOP(StyleHUD __instance)
		{
			if (!MonoSingleton<StyleHUD>.Instance.idNameDict.ContainsKey("ultrakill.moneyshot"))
			{
				MonoSingleton<StyleHUD>.Instance.idNameDict.Add("ultrakill.moneyshot", "<color=#ffb700>MONEY SHOT</color>");
			}
			if (!MonoSingleton<StyleHUD>.Instance.freshnessDecayMultiplierDict.ContainsKey("ultrakill.moneyshot"))
			{
				MonoSingleton<StyleHUD>.Instance.freshnessDecayMultiplierDict.Add("ultrakill.moneyshot", 0f);
			}
		}

		[HarmonyPatch(typeof(GunControl), "UpdateWeaponList")]
		[HarmonyPrefix]
		public static void PreUpdateWithGOP(GunControl __instance)
		{
		}

		[HarmonyPatch(typeof(GunControl), "UpdateWeaponList")]
		[HarmonyPostfix]
		public static void UpdateWithGOP(GunControl __instance)
		{
		}
	}
}
namespace GunsOPlenty.Weapons
{
	public class FireArea : MonoBehaviour
	{
		private EnemyColliderDetector ecd;

		public GameObject sourceWeapon;

		public List<Generator> genlist = new List<Generator>();

		public List<BeeThing> beelist = new List<BeeThing>();

		public void Start()
		{
			ecd = ((Component)this).gameObject.AddComponent<EnemyColliderDetector>();
			if ((Object)(object)ecd == (Object)null)
			{
				Debug.Log((object)"Dang");
			}
			SlowUpdate();
		}

		public void SlowUpdate()
		{
			//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fc: Invalid comparison between Unknown and I4
			//IL_014b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0156: Unknown result type (might be due to invalid IL or missing references)
			//IL_0110: Unknown result type (might be due to invalid IL or missing references)
			//IL_011b: Unknown result type (might be due to invalid IL or missing references)
			if (!((Collider)((Component)this).GetComponent<CapsuleCollider>()).enabled)
			{
				ClearStuff();
			}
			float num = MonoSingleton<StyleHUD>.Instance.currentMeter + (float)MonoSingleton<StyleHUD>.Instance.rankIndex * 1500f;
			for (int i = 0; i < ecd.hitList.Count; i++)
			{
				if ((Object)(object)ecd.hitList[i] != (Object)null && !ecd.hitList[i].dead)
				{
					Flammable componentInChildren = ((Component)ecd.hitList[i]).GetComponentInChildren<Flammable>();
					if ((Object)(object)componentInChildren != (Object)null)
					{
						componentInChildren.Burn(5f, true);
					}
					GameObject val = ecd.GetLimbs(ecd.hitList[i])[Random.Range(0, ecd.GetLimbs(ecd.hitList[i]).Count - 1)];
					if ((int)ecd.hitList[i].enemyType == 6)
					{
						ecd.hitList[i].DeliverDamage(val, Vector3.zero, val.transform.position, 0.25f, false, 0f, sourceWeapon, false);
					}
					else
					{
						ecd.hitList[i].DeliverDamage(val, Vector3.zero, val.transform.position, 1f, false, 0f, sourceWeapon, false);
					}
				}
			}
			if (genlist.Count > 0)
			{
				for (int j = 0; j < genlist.Count; j++)
				{
					if (NoWeaponCooldown.NoCooldown)
					{
						genlist[j].rotVel += 80f;
					}
					else
					{
						genlist[j].rotVel += 50f + num * 0.0025f;
					}
				}
			}
			if (beelist.Count > 0)
			{
				for (int k = 0; k < beelist.Count; k++)
				{
					if (NoWeaponCooldown.NoCooldown)
					{
						beelist[k].speed += 55f;
					}
					else
					{
						beelist[k].speed += 25f + num * 0.0025f;
					}
				}
			}
			if (NoWeaponCooldown.NoCooldown)
			{
				((MonoBehaviour)this).Invoke("SlowUpdate", 0.07f);
			}
			else
			{
				((MonoBehaviour)this).Invoke("SlowUpdate", 0.25f - num * 1.5E-05f);
			}
		}

		private void OnTriggerEnter(Collider other)
		{
			Enter(other);
		}

		private void OnTriggerExit(Collider other)
		{
			Exit(other);
		}

		private void OnTriggerEnter(Collision other)
		{
			Exit(other.collider);
		}

		private void OnTriggerExit(Collision other)
		{
			Exit(other.collider);
		}

		private void Enter(Collider other)
		{
			Generator componentInParent = ((Component)((Component)other).transform).GetComponentInParent<Generator>();
			BeeThing componentInParent2 = ((Component)((Component)other).transform).GetComponentInParent<BeeThing>();
			if ((Object)(object)componentInParent != (Object)null)
			{
				genlist.Add(componentInParent);
			}
			if ((Object)(object)componentInParent2 != (Object)null)
			{
				beelist.Add(componentInParent2);
			}
		}

		private void Exit(Collider other)
		{
			Generator componentInParent = ((Component)((Component)other).transform).GetComponentInParent<Generator>();
			BeeThing componentInParent2 = ((Component)((Component)other).transform).GetComponentInParent<BeeThing>();
			if ((Object)(object)componentInParent != (Object)null && genlist.Contains(componentInParent))
			{
				genlist.Remove(componentInParent);
			}
			if ((Object)(object)componentInParent2 != (Object)null && beelist.Contains(componentInParent2))
			{
				beelist.Remove(componentInParent2);
			}
		}

		public void ClearStuff()
		{
			ecd.ClearStuff();
			genlist.Clear();
			beelist.Clear();
		}

		private void OnDisable()
		{
			ClearStuff();
		}
	}
	public class TestCubeSoul : MonoBehaviour
	{
		private WeaponIcon weaponIcon;

		private WeaponIdentifier wid;

		private WeaponPos wpos;

		private GameObject shootPoint;

		private bool isFireOn;

		private GameObject firePartObj;

		private GameObject bubblePartObj;

		private ParticleSystem firePart;

		private ParticleSystem bubblePart;

		private Light fireLight;

		private CameraFrustumTargeter targeter;

		private AudioSource gunTipAud;

		private GameObject thingyObj;

		private Generator thingy;

		private string[] fireNames = new string[4] { "FlameThrower", "EpicThrower", "BubbleThrower", "EpicBubbleThrower" };

		private GameObject fireArea;

		private CapsuleCollider fireAreaCol;

		public bool isFireEpic;

		private CoinShot coinShotComp;

		private Color color = Color.red;

		private List<Color> randGrad = new List<Color>();

		private void Start()
		{
			//IL_0053: Unknown result type (might be due to invalid IL or missing references)
			//IL_0058: Unknown result type (might be due to invalid IL or missing references)
			//IL_0072: Unknown result type (might be due to invalid IL or missing references)
			//IL_0077: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ab: Unknown result type (might be due to invalid IL or missing references)
			targeter = MonoSingleton<CameraFrustumTargeter>.instance;
			wid = ((Component)this).gameObject.GetComponent<WeaponIdentifier>();
			weaponIcon = ((Component)this).gameObject.AddComponent<WeaponIcon>();
			wpos = ((Component)this).gameObject.AddComponent<WeaponPos>();
			wpos.defaultPos = new Vector3(0.8836f, -0.9345f, 1.4161f);
			wpos.middlePos = new Vector3(0f, -0.9345f, 1.4161f);
			if ((Object)(object)weaponIcon.weaponDescriptor == (Object)null)
			{
				weaponIcon.weaponDescriptor = ScriptableObject.CreateInstance<WeaponDescriptor>();
				weaponIcon.weaponDescriptor.variationColor = (WeaponVariant)2;
				weaponIcon.weaponDescriptor.icon = AssetHandler.LoadAsset<Sprite>("Trollface");
				weaponIcon.weaponDescriptor.glowIcon = weaponIcon.weaponDescriptor.icon;
			}
			shootPoint = ((Component)this).gameObject.DescendantByName("ShootPoint");
			shootPoint.layer = 0;
			fireArea = ((Component)this).gameObject.DescendantByName("FireArea");
			fireArea.layer = 0;
			fireArea.AddComponent<FireArea>();
			fireArea.GetComponent<FireArea>().sourceWeapon = ((Component)this).gameObject;
			fireAreaCol = fireArea.GetComponent<CapsuleCollider>();
			((Collider)fireAreaCol).enabled = false;
			ChangeFireAreaSize(15f);
			isFireEpic = ConfigManager.TestCubeEpicFire.value;
			if (wid.delay > 0f)
			{
				string[] array = fireNames;
				foreach (string text in array)
				{
					GameObject val = shootPoint.DescendantByName(text + "(Clone)");
					if ((Object)(object)val != (Object)null)
					{
						Object.Destroy((Object)(object)val);
					}
				}
			}
			gunTipAud = shootPoint.GetComponent<AudioSource>();
			if (isFireEpic)
			{
				firePartObj = Object.Instantiate<GameObject>(EffectBox.epicFire, shootPoint.transform);
				bubblePartObj = Object.Instantiate<GameObject>(EffectBox.epicBubble, shootPoint.transform);
			}
			else
			{
				firePartObj = Object.Instantiate<GameObject>(EffectBox.fire, shootPoint.transform);
				bubblePartObj = Object.Instantiate<GameObject>(EffectBox.bubble, shootPoint.transform);
			}
			firePart = firePartObj.GetComponent<ParticleSystem>();
			bubblePart = bubblePartObj.GetComponent<ParticleSystem>();
			firePartObj.TryGetComponent<Light>(ref fireLight);
			TurnFireOff();
			thingy = null;
		}

		public void OnEnable()
		{
			TurnFireOff();
			if ((Object)(object)thingy != (Object)null)
			{
				thingy.deathTime = 30f;
			}
		}

		public void OnDisable()
		{
			if ((Object)(object)thingy != (Object)null)
			{
				thingy.deathTime = 5f;
			}
		}

		public void Update()
		{
			float num = MonoSingleton<StyleHUD>.Instance.currentMeter + (float)MonoSingleton<StyleHUD>.Instance.rankIndex * 1500f;
			if (NoWeaponCooldown.NoCooldown)
			{
				gunTipAud.pitch = 1.7f;
			}
			else
			{
				gunTipAud.pitch = 0.5f + num * 0.0001f;
			}
			if (MonoSingleton<InputManager>.Instance.InputSource.Fire1.IsPressed && ((Component)MonoSingleton<GunControl>.Instance).GetComponent<GunControl>().activated && !GameStateManager.Instance.PlayerInputLocked)
			{
				((MonoBehaviour)this).Invoke("TurnFireOn", wid.delay);
			}
			else
			{
				((MonoBehaviour)this).Invoke("TurnFireOff", wid.delay);
			}
			if (MonoSingleton<InputManager>.Instance.InputSource.Fire2.WasPerformedThisFrame && ((Component)MonoSingleton<GunControl>.Instance).GetComponent<GunControl>().activated && !GameStateManager.Instance.PlayerInputLocked && wid.delay == 0f)
			{
				((MonoBehaviour)this).Invoke("CreateThing", wid.delay);
			}
		}

		public void TurnFireOn()
		{
			if (MonoSingleton<UnderwaterController>.Instance.inWater)
			{
				if (!bubblePart.isEmitting)
				{
					bubblePart.Play();
					firePart.Stop();
					gunTipAud.clip = AssetHandler.LoadAsset<AudioClip>("BubbleThrowerBubble");
					gunTipAud.time = Random.Range(0f, 2.5f);
					gunTipAud.Play();
				}
				ChangeFireAreaSize(15f);
			}
			else
			{
				if (!firePart.isEmitting)
				{
					firePart.Play();
					bubblePart.Stop();
					gunTipAud.clip = AssetHandler.LoadAsset<AudioClip>("FlameThrowerFire");
					gunTipAud.time = Random.Range(0f, 2.5f);
					gunTipAud.Play();
				}
				ChangeFireAreaSize(25f);
			}
			isFireOn = true;
			if ((Object)(object)fireLight != (Object)null)
			{
				((Behaviour)fireLight).enabled = true;
			}
			((Collider)fireAreaCol).enabled = true;
		}

		public void TurnFireOff()
		{
			firePart.Stop();
			bubblePart.Stop();
			gunTipAud.Stop();
			isFireOn = false;
			if ((Object)(object)fireLight != (Object)null)
			{
				((Behaviour)fireLight).enabled = false;
			}
			((Collider)fireAreaCol).enabled = false;
			fireArea.GetComponent<FireArea>().ClearStuff();
		}

		public void CreateThing()
		{
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_0067: Unknown result type (might be due to invalid IL or missing references)
			//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)
			if ((Object)(object)thingy == (Object)null)
			{
				thingyObj = Object.Instantiate<GameObject>(AssetHandler.generator, ((Component)this).transform.position, Quaternion.identity);
				thingyObj.TryGetComponent<Generator>(ref thingy);
				thingy.sourceWeapon = ((Component)this).gameObject;
			}
			else
			{
				Object.Instantiate<GameObject>(PrefabBox.harmlessBoom, ((Component)thingy).transform.position, Quaternion.identity);
				thingy.Die();
				thingy = null;
				Object.Destroy((Object)(object)thingyObj);
			}
		}

		public void ChangeFireAreaSize(float height, float radius = 1f)
		{
			//IL_0023: Unknown result type (might be due to invalid IL or missing references)
			fireAreaCol.height = height;
			fireAreaCol.center = new Vector3(0f, height / 2f, 0f);
			fireAreaCol.radius = radius;
		}
	}
	public class TestCube : GOPWeapon
	{
		public override GameObject Asset { get; protected set; }

		public override int Slot { get; set; }

		public override string Name { get; protected set; }

		public override bool IsSetup { get; protected set; }

		public override bool ShouldHave { get; set; }

		public override void Setup()
		{
			Debug.Log((object)"Setting up Test Cube");
			if ((Object)(object)Asset == (Object)null)
			{
				Asset = AssetHandler.LoadAsset<GameObject>("TestCube Prefab");
			}
			if ((Object)(object)Asset != (Object)null && !IsSetup)
			{
				Name = "Test Cube";
				Slot = ConfigManager.TestCubeSlot.value;
				Asset.AddComponent<TestCubeSoul>();
				MeshRenderer val = default(MeshRenderer);
				foreach (GameObject item in Asset.DescendantsList())
				{
					if (item.TryGetComponent<MeshRenderer>(ref val))
					{
						((Renderer)val).material.shader = ShaderBox.vertexlit_emissive;
					}
				}
				IsSetup = true;
			}
			else
			{
				Debug.Log((object)"Test Cube Didn't load");
				Name = "Test Cube is NULL";
				Slot = -1;
			}
		}
	}
	public class FunnyGunSoul : MonoBehaviour
	{
		private float fireDelay = 1f;

		private float fireTime;

		private float fireMult = 1f;

		private float fireMultTime;

		private float fireMultDelay = 0.1f;

		private GameObject gunBarrel;

		private GameObject rocket = PrefabBox.rocket;

		private GameObject grenade = PrefabBox.grenade;

		private GameObject beam = PrefabBox.beam;

		private GameObject coin = PrefabBox.coin;

		private GameObject cannonball = PrefabBox.cannonball;

		private GameObject gutterbeam = PrefabBox.gutterbeam;

		private GameObject camObj;

		private Camera cam;

		private CameraController cc;

		private GunControl gc;

		private Animator anim;

		private CameraFrustumTargeter targeter;

		private AudioSource gunBarrelAud;

		private WeaponIcon weaponIcon;

		private WeaponPos wpos;

		private WeaponIdentifier wid;

		private void Start()
		{
			//IL_00c2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e6: Unknown result type (might be due to invalid IL or missing references)
			//IL_011a: Unknown result type (might be due to invalid IL or missing references)
			cam = ((Component)MonoSingleton<CameraController>.Instance).GetComponent<Camera>();
			gc = ((Component)MonoSingleton<GunControl>.Instance).GetComponent<GunControl>();
			camObj = ((Component)cam).gameObject;
			cc = MonoSingleton<CameraController>.Instance;
			gunBarrel = ((Component)this).gameObject.DescendantByName("ShootPoint");
			gunBarrelAud = gunBarrel.GetComponent<AudioSource>();
			anim = ((Component)this).GetComponent<Animator>();
			targeter = MonoSingleton<CameraFrustumTargeter>.instance;
			wid = ((Component)this).gameObject.GetComponent<WeaponIdentifier>();
			weaponIcon = ((Component)this).gameObject.AddComponent<WeaponIcon>();
			wpos = ((Component)this).gameObject.AddComponent<WeaponPos>();
			wpos.defaultPos = new Vector3(0.731f, -0.3491f, 1.2509f);
			wpos.middlePos = new Vector3(0f, -0.3491f, 1.2509f);
			if ((Object)(object)weaponIcon.weaponDescriptor == (Object)null)
			{
				weaponIcon.weaponDescriptor = ScriptableObject.CreateInstance<WeaponDescriptor>();
				weaponIcon.weaponDescriptor.variationColor = (WeaponVariant)0;
				weaponIcon.weaponDescriptor.icon = AssetHandler.LoadAsset<Sprite>("Trollface");
				weaponIcon.weaponDescriptor.glowIcon = weaponIcon.weaponDescriptor.icon;
			}
			gunBarrelAud.clip = null;
			RetreiveCharges();
		}

		private void OnEnable()
		{
			gunBarrelAud.Stop();
			RetreiveCharges();
		}

		private void RetreiveCharges()
		{
			fireDelay = ChargeManager.funGun.fireDelay;
			fireTime = ChargeManager.funGun.fireTime;
			fireMult = ChargeManager.funGun.fireMult;
			fireMultTime = ChargeManager.funGun.fireMultTime;
			fireMultDelay = ChargeManager.funGun.fireMultDelay;
		}

		private void StoreCharges()
		{
			ChargeManager.funGun.fireDelay = fireDelay;
			ChargeManager.funGun.fireTime = fireTime;
			ChargeManager.funGun.fireMult = fireMult;
			ChargeManager.funGun.fireMultTime = fireMultTime;
			ChargeManager.funGun.fireMultDelay = fireMultDelay;
		}

		private void Update()
		{
			if (NoWeaponCooldown.NoCooldown)
			{
				fireMult = 100f;
			}
			fireTime += Time.deltaTime * fireMult;
			fireMultTime += Time.deltaTime;
			if (MonoSingleton<InputManager>.Instance.InputSource.Fire1.IsPressed && gc.activated && !GameStateManager.Instance.PlayerInputLocked)
			{
				((MonoBehaviour)this).Invoke("Shoot", wid.delay);
			}
			else if (MonoSingleton<InputManager>.Instance.InputSource.Fire2.IsPressed && gc.activated && !GameStateManager.Instance.PlayerInputLocked)
			{
				((MonoBehaviour)this).Invoke("Ball", wid.delay);
			}
			else if (fireMultDelay < fireMultTime)
			{
				fireMult *= 0.9f;
				fireMultTime = 0f;
			}
			if (fireMult > 100f)
			{
				fireMult = 100f;
			}
			if (fireMult < 1f)
			{
				fireMult = 1f;
			}
			if (wid.delay == 0f)
			{
				StoreCharges();
			}
		}

		public void Shoot()
		{
			//IL_0076: Unknown result type (might be due to invalid IL or missing references)
			//IL_0086: Unknown result type (might be due to invalid IL or missing references)
			//IL_0097: 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_00ee: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_0107: Unknown result type (might be due to invalid IL or missing references)
			//IL_0118: Unknown result type (might be due to invalid IL or missing references)
			//IL_011d: Unknown result type (might be due to invalid IL or missing references)
			if (fireDelay < fireTime || NoWeaponCooldown.NoCooldown)
			{
				anim.SetTrigger("Shoot");
				gunBarrelAud.clip = AssetHandler.LoadAsset<AudioClip>("FunShoot");
				gunBarrelAud.pitch = 0.75f + fireMult * 0.02f;
				gunBarrelAud.Play();
				GameObject val = Object.Instantiate<GameObject>(beam, gunBarrel.transform.position, ((Component)cc).transform.rotation * GOPUtils.RandRot(fireMult / 100f));
				val.GetComponent<RevolverBeam>();
				val.GetComponent<RevolverBeam>().damage = 0.5f;
				if (Object.op_Implicit((Object)(object)targeter.CurrentTarget) && targeter.IsAutoAimed)
				{
					Transform transform = val.transform;
					Bounds bounds = targeter.CurrentTarget.bounds;
					transform.LookAt(((Bounds)(ref bounds)).center);
					Transform transform2 = val.transform;
					transform2.rotation *= GOPUtils.RandRot(fireMult / 100f);
				}
				fireTime = 0f;
				fireMult += 0.5f;
			}
		}

		public void Ball()
		{
			//IL_007c: 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_0096: Unknown result type (might be due to invalid IL or missing references)
			//IL_009b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ab: Unknown result type (might be due to invalid IL or missing references)
			//IL_0104: Unknown result type (might be due to invalid IL or missing references)
			//IL_011b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f3: Unknown result type (might be due to invalid IL or missing references)
			if (fireDelay * 2.75f < fireTime || NoWeaponCooldown.NoCooldown)
			{
				anim.SetTrigger("Shoot");
				gunBarrelAud.clip = AssetHandler.LoadAsset<AudioClip>("FunBall");
				gunBarrelAud.pitch = 0.5f + fireMult * 0.02f;
				gunBarrelAud.Play();
				Rigidbody component = Object.Instantiate<GameObject>(cannonball, gunBarrel.transform.position + gunBarrel.transform.forward * 1f, ((Component)cc).transform.rotation).GetComponent<Rigidbody>();
				if (Object.op_Implicit((Object)(object)targeter.CurrentTarget) && targeter.IsAutoAimed)
				{
					Transform transform = ((Component)component).transform;
					Bounds bounds = targeter.CurrentTarget.bounds;
					transform.LookAt(((Bounds)(ref bounds)).center);
				}
				component.AddForce(((Component)component).transform.forward * (2f * fireMult + 50f), (ForceMode)2);
				fireTime = 0f;
				fireMult -= 1.25f + fireMult * 0.05f;
				if (fireMultDelay < fireMultTime)
				{
					fireMult *= 0.9f;
					fireMultTime = 0f;
				}
			}
		}
	}
	public class FunnyGun : GOPWeapon
	{
		public override GameObject Asset { get; protected set; }

		public override int Slot { get; set; }

		public override string Name { get; protected set; }

		public override bool IsSetup { get; protected set; }

		public override bool ShouldHave { get; set; }

		public override void Setup()
		{
			Debug.Log((object)"Setting up Fun Gun");
			if ((Object)(object)Asset == (Object)null)
			{
				Asset = AssetHandler.LoadAsset<GameObject>("Fun Gun Prefab");
			}
			if ((Object)(object)Asset != (Object)null && !IsSetup)
			{
				Name = "Funny Gun :D";
				Slot = ConfigManager.FunGunSlot.value;
				Asset.AddComponent<FunnyGunSoul>();
				MeshRenderer val = default(MeshRenderer);
				SkinnedMeshRenderer val2 = default(SkinnedMeshRenderer);
				foreach (GameObject item in Asset.DescendantsList())
				{
					if (item.TryGetComponent<MeshRenderer>(ref val))
					{
						((Renderer)val).material.shader = ShaderBox.vertexlit_emissive;
					}
					else if (item.TryGetComponent<SkinnedMeshRenderer>(ref val2))
					{
						((Renderer)val2).material.shader = ShaderBox.vertexlit_emissive;
					}
				}
				IsSetup = true;
			}
			else
			{
				Debug.Log((object)"Fun Gun Didn't load");
				Name = "Fun Gun is NULL";
				Slot = -1;
			}
		}
	}
	public class GoldenGunSoul : MonoBehaviour
	{
		private int maxShots = 32;

		private float spread = 30f;

		private int shots = 16;

		private int damage;

		private bool gunReady = true;

		private int pumps;

		private bool shouldFire1;

		private bool shouldFire2;

		private GameObject gunTip;

		private GameObject rocket = PrefabBox.rocket;

		private GameObject grenade = PrefabBox.grenade;

		private GameObject beam = PrefabBox.beam;

		private GameObject coin = PrefabBox.coin;

		private GameObject camObj;

		private GameObject coinShot;

		private CoinShot coinShotComp;

		private Coin coinComp;

		private Camera cam;

		private CameraController cc;

		private GunControl gc;

		private Animator anim;

		private AudioSource gunTipAud;

		private AudioSource pumpAud;

		private AudioSource triggerAud;

		private CameraFrustumTargeter targeter;

		private WeaponIcon weaponIcon;

		private WeaponIdentifier wid;

		private WeaponPos wpos;

		private void Start()
		{
			//IL_0140: Unknown result type (might be due to invalid IL or missing references)
			//IL_0145: Unknown result type (might be due to invalid IL or missing references)
			//IL_015f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0164: Unknown result type (might be due to invalid IL or missing references)
			//IL_0198: Unknown result type (might be due to invalid IL or missing references)
			cam = ((Component)MonoSingleton<CameraController>.Instance).GetComponent<Camera>();
			gc = ((Component)MonoSingleton<GunControl>.Instance).GetComponent<GunControl>();
			camObj = ((Component)cam).gameObject;
			cc = MonoSingleton<CameraController>.Instance;
			coinShot = AssetHandler.coinShot;
			coinShotComp = coinShot.GetComponent<CoinShot>();
			coinShotComp.sourceWeapon = ((Component)this).gameObject;
			coinShotComp.ignoreCoins = true;
			gunTip = ((Component)this).gameObject.DescendantByName("ShootPoint");
			gunTipAud = gunTip.GetComponent<AudioSource>();
			pumpAud = ((Component)this).gameObject.DescendantByName("Shotgun_Pump").GetComponent<AudioSource>();
			triggerAud = ((Component)this).gameObject.DescendantByName("Shotgun_Trigger").GetComponent<AudioSource>();
			targeter = MonoSingleton<CameraFrustumTargeter>.instance;
			anim = ((Component)this).gameObject.DescendantByName("golden_shotgun").GetComponent<Animator>();
			wid = ((Component)this).gameObject.GetComponent<WeaponIdentifier>();
			weaponIcon = ((Component)this).gameObject.AddComponent<WeaponIcon>();
			wpos = ((Component)this).gameObject.AddComponent<WeaponPos>();
			wpos.defaultPos = new Vector3(0.6129f, -1.5981f, 1.5654f);
			wpos.middlePos = new Vector3(-0.08f, -1.5981f, 1.5654f);
			if ((Object)(object)weaponIcon.weaponDescriptor == (Object)null)
			{
				weaponIcon.weaponDescriptor = ScriptableObject.CreateInstance<WeaponDescriptor>();
				weaponIcon.weaponDescriptor.variationColor = (WeaponVariant)3;
				weaponIcon.weaponDescriptor.icon = AssetHandler.LoadAsset<Sprite>("Trollface");
				weaponIcon.weaponDescriptor.glowIcon = weaponIcon.weaponDescriptor.icon;
			}
			pumps = ChargeManager.goldenGun.pumps;
		}

		private void Update()
		{
			if (NoWeaponCooldown.NoCooldown)
			{
				shouldFire1 = MonoSingleton<InputManager>.Instance.InputSource.Fire1.IsPressed;
				shouldFire2 = MonoSingleton<InputManager>.Instance.InputSource.Fire2.IsPressed;
			}
			else
			{
				shouldFire1 = MonoSingleton<InputManager>.Instance.InputSource.Fire1.WasPerformedThisFrame;
				shouldFire2 = MonoSingleton<InputManager>.Instance.InputSource.Fire2.WasPerformedThisFrame;
			}
			if (shouldFire1 && gc.activated && !GameStateManager.Instance.PlayerInputLocked)
			{
				((MonoBehaviour)this).Invoke("Shoot", wid.delay);
			}
			if (shouldFire2 && gc.activated && !GameStateManager.Instance.PlayerInputLocked)
			{
				((MonoBehaviour)this).Invoke("Pump", wid.delay);
			}
		}

		public void Shoot()
		{
			//IL_0182: Unknown result type (might be due to invalid IL or missing references)
			//IL_0192: Unknown result type (might be due to invalid IL or missing references)
			//IL_019c: Unknown result type (might be due to invalid IL or missing references)
			//IL_01a1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01b1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01bb: Unknown result type (might be due to invalid IL or missing references)
			//IL_01c0: Unknown result type (might be due to invalid IL or missing references)
			//IL_01d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_01db: Unknown result type (might be due to invalid IL or missing references)
			//IL_01e0: Unknown result type (might be due to invalid IL or missing references)
			//IL_021b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0220: Unknown result type (might be due to invalid IL or missing references)
			//IL_0223: Unknown result type (might be due to invalid IL or missing references)
			//IL_0234: Unknown result type (might be due to invalid IL or missing references)
			//IL_023f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0244: Unknown result type (might be due to invalid IL or missing references)
			if (!gunReady)
			{
				return;
			}
			gunReady = false;
			triggerAud.clip = AssetHandler.LoadAsset<AudioClip>("Click");
			triggerAud.Play();
			if (pumps > 0)
			{
				anim.SetTrigger("Shoot");
				gunTipAud.clip = AssetHandler.LoadAsset<AudioClip>("ShotgunBoom");
				gunTipAud.pitch = Random.Range(1.4f, 1.6f);
				gunTipAud.Play();
				switch (pumps)
				{
				case 1:
					shots = 15;
					spread = 20f;
					coinShotComp.power = 1f;
					break;
				case 2:
					shots = 10;
					spread = 10f;
					coinShotComp.power = 1.5f;
					break;
				case 3:
					shots = 5;
					spread = 5f;
					coinShotComp.power = 3f;
					break;
				case 4:
					shots = 1;
					spread = 0f;
					coinShotComp.power = 15f;
					break;
				default:
					shots = 1;
					spread = 0f;
					coinShotComp.power = 15 + pumps - 4;
					break;
				}
				for (int i = 0; i < shots; i++)
				{
					GameObject val = Object.Instantiate<GameObject>(coinShot, ((Component)cam).transform.position + ((Component)cam).transform.forward * 0.1f - ((Component)cam).transform.up * 0.1f, ((Component)cam).transform.rotation * GOPUtils.RandRot(spread));
					if (Object.op_Implicit((Object)(object)targeter.CurrentTarget) && targeter.IsAutoAimed)
					{
						Transform transform = val.transform;
						Bounds bounds = targeter.CurrentTarget.bounds;
						transform.LookAt(((Bounds)(ref bounds)).center);
						Transform transform2 = val.transform;
						transform2.rotation *= GOPUtils.RandRot(spread);
					}
				}
				pumps = 0;
				coinShotComp.power = 1f;
			}
			else
			{
				anim.SetTrigger("EmptyShoot");
			}
		}

		public void Pump()
		{
			if (gunReady)
			{
				gunReady = false;
				if (pumps >= 3)
				{
					anim.SetTrigger("BigReload");
				}
				else
				{
					anim.SetTrigger("Reload");
				}
			}
		}

		public void ReadyGun()
		{
			gunReady = true;
		}

		public void PumpGun()
		{
			if (pumps >= 3)
			{
				pumpAud.clip = AssetHandler.LoadAsset<AudioClip>("BigCha");
				pumpAud.pitch = 1f;
				pumpAud.Play();
			}
			else
			{
				pumpAud.clip = AssetHandler.LoadAsset<AudioClip>("Cha");
				pumpAud.pitch = 1f - (float)pumps * 0.08f;
				pumpAud.Play();
			}
		}

		public void UnpumpGun()
		{
			if (pumps >= 3)
			{
				pumpAud.clip = AssetHandler.LoadAsset<AudioClip>("BigChing");
				pumpAud.pitch = 1f;
				pumpAud.Play();
			}
			else
			{
				pumpAud.clip = AssetHandler.LoadAsset<AudioClip>("Ching");
				pumpAud.pitch = 1f - (float)pumps * 0.08f;
				pumpAud.Play();
			}
			pumps++;
			if (wid.delay == 0f)
			{
				ChargeManager.goldenGun.pumps = pumps;
			}
		}

		private void OnEnable()
		{
			pumps = ChargeManager.goldenGun.pumps;
		}

		private void OnDisable()
		{
			ChargeManager.goldenGun.pumps = 0;
		}
	}
	public class GoldenGun : GOPWeapon
	{
		public override GameObject Asset { get; protected set; }

		public override int Slot { get; set; }

		public override string Name { get; protected set; }

		public override bool IsSetup { get; protected set; }

		public override bool ShouldHave { get; set; }

		public override void Setup()
		{
			Debug.Log((object)"Setting up Golden Gun");
			if ((Object)(object)Asset == (Object)null)
			{
				Asset = AssetHandler.LoadAsset<GameObject>("Golden Gun Prefab");
			}
			if ((Object)(object)Asset != (Object)null && !IsSetup)
			{
				Name = "Golden Shotgun";
				Slot = ConfigManager.GoldenGunSlot.value;
				Asset.AddComponent<GoldenGunSoul>();
				MeshRenderer val = default(MeshRenderer);
				foreach (GameObject item in Asset.DescendantsList())
				{
					if (item.TryGetComponent<MeshRenderer>(ref val))
					{
						((Renderer)val).material.shader = ShaderBox.vertexlit_emissive;
					}
				}
				IsSetup = true;
			}
			else
			{
				Debug.Log((object)"Golden Shotgun Didn't load");
				Name = "Golden Shotgun is NULL";
				Slot = -1;
			}
		}
	}
	public class GoldenGunAnim : MonoBehaviour
	{
		private GoldenGunSoul soul;

		private void Start()
		{
			soul = ((Component)this).GetComponentInParent<GoldenGunSoul>();
		}

		public void ReadyGun()
		{
			soul.ReadyGun();
		}

		public void PumpGun()
		{
			soul.PumpGun();
		}

		public void UnpumpGun()
		{
			soul.UnpumpGun();
		}
	}
	public class CoinShot : MonoBehaviour
	{
		public Coin coin;

		public float power = 1f;

		private GameObject coinPref = PrefabBox.coin;

		public GameObject sourceWeapon;

		public bool ignoreCoins = true;

		private LayerMask lmask;

		private RaycastHit hit;

		private EnemyIdentifier eid;

		private void Start()
		{
			//IL_0018: Unknown result type (might be due to invalid IL or missing references)
			//IL_001d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0024: Unknown result type (might be due to invalid IL or missing references)
			//IL_0039: Unknown result type (might be due to invalid IL or missing references)
			//IL_003e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0045: Unknown result type (might be due to invalid IL or missing references)
			//IL_005a: Unknown result type (might be due to invalid IL or missing references)
			//IL_005f: Unknown result type (might be due to invalid IL or missing references)
			coin = coinPref.GetComponent<Coin>();
			lmask = coin.lmask;
			lmask = LayerMask.op_Implicit(LayerMask.op_Implicit(lmask) | GOPUtils.NameToLayerBit("Limb"));
			lmask = LayerMask.op_Implicit(LayerMask.op_Implicit(lmask) | GOPUtils.NameToLayerBit("BigCorpse"));
			Shoot();
			((MonoBehaviour)this).Invoke("Death", 1f);
		}

		private void Death()
		{
			Object.Destroy((Object)(object)((Component)this).gameObject);
		}

		private void Update()
		{
		}

		private void Shoot()
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Unknown result type (might be due to invalid IL or missing references)
			//IL_0022: Unknown result type (might be due to invalid IL or missing references)
			//IL_004b: Unknown result type (might be due to invalid IL or missing references)
			//IL_02da: Unknown result type (might be due to invalid IL or missing references)
			//IL_02e5: Unknown result type (might be due to invalid IL or missing references)
			//IL_02ef: Unknown result type (might be due to invalid IL or missing references)
			//IL_02f4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fb: Unknown result type (might be due to invalid IL or missing references)
			//IL_0106: Unknown result type (might be due to invalid IL or missing references)
			//IL_010b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0110: Unknown result type (might be due to invalid IL or missing references)
			//IL_0065: Unknown result type (might be due to invalid IL or missing references)
			//IL_006a: Unknown result type (might be due to invalid IL or missing references)
			//IL_028f: Unknown result type (might be due to invalid IL or missing references)
			//IL_02a1: Unknown result type (might be due to invalid IL or missing references)
			//IL_02ab: Unknown result type (might be due to invalid IL or missing references)
			//IL_02b5: Unknown result type (might be due to invalid IL or missing references)
			//IL_02c0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c3: Unknown result type (might be due to invalid IL or missing references)
			//IL_0083: Unknown result type (might be due to invalid IL or missing references)
			//IL_008e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0093: Unknown result type (might be due to invalid IL or missing references)
			//IL_009e: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ab: Unknown result type (might be due to invalid IL or missing references)
			//IL_01fc: Unknown result type (might be due to invalid IL or missing references)
			//IL_0207: Unknown result type (might be due to invalid IL or missing references)
			//IL_020c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0211: Unknown result type (might be due to invalid IL or missing references)
			//IL_0215: Unknown result type (might be due to invalid IL or missing references)
			//IL_021f: Unknown result type (might be due to invalid IL or missing references)
			//IL_022a: Unknown result type (might be due to invalid IL or missing references)
			bool flag = Physics.Raycast(((Component)this).transform.position, ((Component)this).transform.forward, ref hit, float.PositiveInfinity, LayerMask.op_Implicit(lmask));
			LineRenderer component = coin.SpawnBeam().GetComponent<LineRenderer>();
			component.SetPosition(0, ((Component)this).transform.position);
			int num = 0;
			if (flag && ignoreCoins)
			{
				Coin val = null;
				RaycastHit val2 = hit;
				do
				{
					if (((Component)((RaycastHit)(ref val2)).transform).gameObject.TryGetComponent<Coin>(ref val))
					{
						flag = Physics.Raycast(((RaycastHit)(ref val2)).point + ((Component)this).transform.forward, ((Component)this).transform.forward, ref val2, float.PositiveInfinity, LayerMask.op_Implicit(lmask));
						if (!flag)
						{
							break;
						}
						num++;
						continue;
					}
					hit = val2;
					break;
				}
				while (num <= 20);
			}
			if (flag)
			{
				Transform transform = ((RaycastHit)(ref hit)).transform;
				GameObject gameObject = ((Component)transform).gameObject;
				GameObject val3 = Object.Instantiate<GameObject>(coinPref, ((RaycastHit)(ref hit)).point - ((Component)this).transform.forward, Quaternion.identity);
				val3.GetComponent<Coin>().power = power;
				if (gameObject.CompareTag("Enemy") || gameObject.CompareTag("Body") || gameObject.CompareTag("Limb") || gameObject.CompareTag("EndLimb") || gameObject.CompareTag("Head"))
				{
					EnemyIdentifierIdentifier componentInParent = ((Component)((RaycastHit)(ref hit)).transform).GetComponentInParent<EnemyIdentifierIdentifier>();
					eid = componentInParent.eid;
					if (Object.op_Implicit((Object)(object)eid) && !eid.dead)
					{
						eid.hitter = "coin shot";
						if (!eid.hitterWeapons.Contains("coin shot"))
						{
							eid.hitterWeapons.Add("coin shot");
						}
						EnemyIdentifier obj = eid;
						Vector3 val4 = transform.position - ((Component)this).transform.position;
						obj.DeliverDamage(gameObject, ((Vector3)(ref val4)).normalized * 10000f, ((RaycastHit)(ref hit)).point, power, false, 1f, sourceWeapon, false);
						if (power >= 10f)
						{
							MonoSingleton<StyleHUD>.Instance.AddPoints((int)(10f * power), "ultrakill.moneyshot", sourceWeapon, eid, -1, "", "");
						}
					}
				}
				component.SetPosition(1, ((RaycastHit)(ref hit)).point);
				Rigidbody component2 = val3.GetComponent<Rigidbody>();
				component2.velocity = Vector3.zero;
				component2.AddForce(Vector3.up * 25f, (ForceMode)2);
				new GameObject().AddComponent<CoinCollector>().coin = val3;
			}
			else
			{
				component.SetPosition(1, ((Component)this).transform.position + ((Component)this).transform.forward * 1000f);
			}
		}
	}
}
namespace GunsOPlenty.Utils
{
	public static class ChargeManager
	{
		public struct FunGun
		{
			public float fireTime;

			public float fireDelay;

			public float fireMult;

			public float fireMultTime;

			public float fireMultDelay;
		}

		public struct GoldenGun
		{
			public int pumps;
		}

		public static FunGun funGun;

		public static GoldenGun goldenGun;

		public static void Setup()
		{
			funGun.fireDelay = 1f;
			funGun.fireTime = 0f;
			funGun.fireMult = 1f;
			funGun.fireMultTime = 0f;
			funGun.fireMultDelay = 0.1f;
			goldenGun.pumps = 0;
		}
	}
	public static class ConfigManager
	{
		[Serializable]
		[CompilerGenerated]
		private sealed class <>c
		{
			public static readonly <>c <>9 = new <>c();

			public static BoolValueChangeEventDelegate <>9__9_0;

			public static BoolValueChangeEventDelegate <>9__9_1;

			public static BoolValueChangeEventDelegate <>9__9_2;

			internal void <Setup>b__9_0(BoolValueChangeEvent e)
			{
				((ConfigField)FunGunSlot).hidden = !e.value;
			}

			internal void <Setup>b__9_1(BoolValueChangeEvent e)
			{
				((ConfigField)GoldenGunSlot).hidden = !e.value;
			}

			internal void <Setup>b__9_2(BoolValueChangeEvent e)
			{
				((ConfigField)TestCubeSlot).hidden = !e.value;
				((ConfigField)TestCubeEpicFire).hidden = !e.value;
			}
		}

		public static PluginConfigurator config;

		public static BoolField FunGunEnable;

		public static BoolField GoldenGunEnable;

		public static BoolField TestCubeEnable;

		public static IntField FunGunSlot;

		public static IntField GoldenGunSlot;

		public static IntField TestCubeSlot;

		public static BoolField StartupCheck;

		public static BoolField TestCubeEpicFire;

		public static void Setup()
		{
			//IL_0025: Unknown result type (might be due to invalid IL or missing references)
			//IL_0041: Unknown result type (might be due to invalid IL or missing references)
			//IL_004b: Expected O, but got Unknown
			//IL_005c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0073: Unknown result type (might be due to invalid IL or missing references)
			//IL_008f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0099: Expected O, but got Unknown
			//IL_00b3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bd: Expected O, but got Unknown
			//IL_00d3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00dd: Expected O, but got Unknown
			//IL_00f7: Unknown result type (might be due to invalid IL or missing references)
			//IL_0101: Expected O, but got Unknown
			//IL_0117: Unknown result type (might be due to invalid IL or missing references)
			//IL_0121: Expected O, but got Unknown
			//IL_013b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0145: Expected O, but got Unknown
			//IL_015b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0165: Expected O, but got Unknown
			//IL_017e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0183: Unknown result type (might be due to invalid IL or missing references)
			//IL_0189: Expected O, but got Unknown
			//IL_01a7: Unknown result type (might be due to invalid IL or missing references)
			//IL_01ac: Unknown result type (might be due to invalid IL or missing references)
			//IL_01b2: Expected O, but got Unknown
			//IL_01d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_01d5: Unknown result type (might be due to invalid IL or missing references)
			//IL_01db: Expected O, but got Unknown
			config = PluginConfigurator.Create("Guns O' Plenty", "ironfarm.uk.shooty.shooty");
			new ConfigHeader(config.rootPanel, "<color=white>-General Settings-</color>", 24);
			StartupCheck = new BoolField(config.rootPanel, "Startup Load Check", "field.startupcheck", true, true);
			new ConfigHeader(config.rootPanel, "<color=white>-Gun Settings-</color>", 24);
			new ConfigHeader(config.rootPanel, "<color=red>Mission Reload Required For Changes To Appear</color>", 14);
			FunGunEnable = new BoolField(config.rootPanel, "Enable Funny Gun", "field.fungunenable", true, true);
			FunGunSlot = new IntField(config.rootPanel, "Funny Gun Slot", "field.fungunslot", 7, 1, 69, true, true);
			GoldenGunEnable = new BoolField(config.rootPanel, "Enable Golden Gun", "field.goldengunenable", true, true);
			GoldenGunSlot = new IntField(config.rootPanel, "Golden Gun Slot", "field.goldengunslot", 7, 1, 69, true, true);
			TestCubeEnable = new BoolField(config.rootPanel, "Enable Test Cube", "field.testcubeenable", false, true);
			TestCubeSlot = new IntField(config.rootPanel, "Test Cube Slot", "field.testcubeslot", 8, 1, 69, true, true);
			TestCubeEpicFire = new BoolField(config.rootPanel, "make fire epic", "field.testcubefireisepic", false, true);
			BoolField funGunEnable = FunGunEnable;
			object obj = <>c.<>9__9_0;
			if (obj == null)
			{
				BoolValueChangeEventDelegate val = delegate(BoolValueChangeEvent e)
				{
					((ConfigField)FunGunSlot).hidden = !e.value;
				};
				<>c.<>9__9_0 = val;
				obj = (object)val;
			}
			funGunEnable.onValueChange += (BoolValueChangeEventDelegate)obj;
			BoolField goldenGunEnable = GoldenGunEnable;
			object obj2 = <>c.<>9__9_1;
			if (obj2 == null)
			{
				BoolValueChangeEventDelegate val2 = delegate(BoolValueChangeEvent e)
				{
					((ConfigField)GoldenGunSlot).hidden = !e.value;
				};
				<>c.<>9__9_1 = val2;
				obj2 = (object)val2;
			}
			goldenGunEnable.onValueChange += (BoolValueChangeEventDelegate)obj2;
			BoolField testCubeEnable = TestCubeEnable;
			object obj3 = <>c.<>9__9_2;
			if (obj3 == null)
			{
				BoolValueChangeEventDelegate val3 = delegate(BoolValueChangeEvent e)
				{
					((ConfigField)TestCubeSlot).hidden = !e.value;
					((ConfigField)TestCubeEpicFire).hidden = !e.value;
				};
				<>c.<>9__9_2 = val3;
				obj3 = (object)val3;
			}
			testCubeEnable.onValueChange += (BoolValueChangeEventDelegate)obj3;
			FunGunEnable.TriggerValueChangeEvent();
			GoldenGunEnable.TriggerValueChangeEvent();
			TestCubeEnable.TriggerValueChangeEvent();
			string text = Path.Combine(Path.Combine(GOPUtils.ModDir(), "Data"), "icon.png");
			config.SetIconWithURL("file://" + text);
		}

		public static bool CheatCheck()
		{
			return FunGunEnable.value | GoldenGunEnable.value | TestCubeEnable.value;
		}
	}
	public class EnemyColliderDetector : MonoBehaviour
	{
		public List<EnemyIdentifier> hitList = new List<EnemyIdentifier>();

		private List<EnemyIdentifier> toRemove = new List<EnemyIdentifier>();

		private List<float> hitTimes = new List<float>();

		private List<int> limbCount = new List<int>();

		private List<List<GameObject>> limbs = new List<List<GameObject>>();

		public float checkHitListFreq = 0.5f;

		private void Start()
		{
			CheckHitList();
		}

		public void CheckHitList()
		{
			if (hitList.Count > 0)
			{
				for (int i = 0; i < hitList.Count; i++)
				{
					if ((Object)(object)hitList[i] == (Object)null || hitList[i].dead)
					{
						toRemove.Add(hitList[i]);
					}
				}
			}
			if (toRemove.Count > 0)
			{
				for (int j = 0; j < toRemove.Count; j++)
				{
					List<int> list = limbCount;
					int index = hitList.IndexOf(toRemove[j]);
					list[index]--;
					if (limbCount[index] <= 0)
					{
						hitTimes.RemoveAt(index);
						limbCount.RemoveAt(index);
						limbs.RemoveAt(index);
						hitList.Remove(toRemove[j]);
					}
				}
				toRemove.Clear();
			}
			((MonoBehaviour)this).Invoke("CheckHitList", checkHitListFreq);
		}

		private void OnTriggerEnter(Collider other)
		{
			Enter(other);
		}

		private void OnTriggerExit(Collider other)
		{
			Exit(other);
		}

		private void OnTriggerEnter(Collision other)
		{
			Exit(other.collider);
		}

		private void OnTriggerExit(Collision other)
		{
			Exit(other.collider);
		}

		private void Enter(Collider other)
		{
			if (((Component)other).gameObject.layer != 10 && ((Component)other).gameObject.layer != 11 && ((Component)other).gameObject.layer != 12 && ((Component)other).gameObject.layer != 20)
			{
				return;
			}
			EnemyIdentifierIdentifier componentInParent = ((Component)((Component)other).transform).GetComponentInParent<EnemyIdentifierIdentifier>();
			if (!((Object)(object)componentInParent != (Object)null) || !((Object)(object)componentInParent.eid != (Object)null) || componentInParent.eid.dead)
			{
				return;
			}
			if (!hitList.Contains(componentInParent.eid))
			{
				hitList.Add(componentInParent.eid);
				hitTimes.Add(1f);
				limbCount.Add(1);
				limbs.Add(new List<GameObject>());
				limbs[hitList.IndexOf(componentInParent.eid)].Add(((Component)componentInParent).gameObject);
				_ = ((Behaviour)this).enabled;
			}
			else
			{
				limbCount[hitList.IndexOf(componentInParent.eid)]++;
				if (!limbs[hitList.IndexOf(componentInParent.eid)].Contains(((Component)componentInParent).gameObject))
				{
					limbs[hitList.IndexOf(componentInParent.eid)].Add(((Component)componentInParent).gameObject);
				}
			}
		}

		private void Exit(Collider other)
		{
			if (((Component)other).gameObject.layer != 10 && ((Component)other).gameObject.layer != 11 && ((Component)other).gameObject.layer != 12 && ((Component)other).gameObject.layer != 20)
			{
				return;
			}
			EnemyIdentifierIdentifier componentInParent = ((Component)((Component)other).transform).GetComponentInParent<EnemyIdentifierIdentifier>();
			if ((Object)(object)componentInParent != (Object)null && (Object)(object)componentInParent.eid != (Object)null && hitList.Contains(componentInParent.eid))
			{
				List<int> list = limbCount;
				int index = hitList.IndexOf(componentInParent.eid);
				list[index]--;
				if (limbs[hitList.IndexOf(componentInParent.eid)].Contains(((Component)componentInParent).gameObject))
				{
					limbs[hitList.IndexOf(componentInParent.eid)].Remove(((Component)componentInParent).gameObject);
				}
				if (limbCount[index] <= 0)
				{
					hitTimes.RemoveAt(index);
					limbCount.RemoveAt(index);
					limbs.RemoveAt(index);
					hitList.Remove(componentInParent.eid);
				}
			}
		}

		public List<GameObject> GetLimbs(EnemyIdentifier eid)
		{
			if (limbs.Count > 0 && hitList.Contains(eid))
			{
				return limbs[hitList.IndexOf(eid)];
			}
			return null;
		}

		public void ClearStuff()
		{
			if (hitList.Count > 0)
			{
				hitTimes.Clear();
				limbCount.Clear();
				limbs.Clear();
				hitList.Clear();
			}
		}

		private void OnDisable()
		{
			ClearStuff();
		}
	}
	public class HMRPlus : MonoSingleton<HMRPlus>
	{
		private string message;

		private string newMessage;

		private float duration;

		private float startTime;

		private float gradOffset;

		private float gradFactor;

		private bool silent;

		private bool effectLoop;

		public void Start()
		{
		}

		public void Update()
		{
			//IL_0079: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ae: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
			if (effectLoop)
			{
				float t = (Time.time - startTime) * gradFactor + gradOffset;
				newMessage = message;
				newMessage = newMessage.Replace('$', '\n');
				newMessage = newMessage.Replace("</grad>", "</color>");
				newMessage = newMessage.Replace("<grad=rainbow>", "<color=#" + GOPUtils.ColorToHexString(GOPUtils.LerpColorArrayNorm(GOPUtils.RainbowGrad, t)) + ">");
				newMessage = newMessage.Replace("<grad=crimson>", "<color=#" + GOPUtils.ColorToHexString(GOPUtils.LerpColorArrayNorm(GOPUtils.CrimsonGrad, t)) + ">");
				newMessage = newMessage.Replace("<grad=fire>", "<color=#" + GOPUtils.ColorToHexString(GOPUtils.LerpColorArrayNorm(GOPUtils.FireGrad, t)) + ">");
				MonoSingleton<HudMessageReceiver>.Instance.text.text = newMessage;
			}
		}

		public void Done()
		{
			((Behaviour)MonoSingleton<HudMessageReceiver>.Instance.text).enabled = false;
			((Behaviour)MonoSingleton<HudMessageReceiver>.Instance.img).enabled = false;
			effectLoop = false;
		}

		public void SendHudMessageEffect(string message, float delay, float duration = 5f, bool silent = true, float gradFactor = 1f, float gradOffset = 0f)
		{
			this.message = message;
			this.duration = duration;
			this.silent = silent;
			this.gradFactor = gradFactor;
			this.gradOffset = gradOffset;
			((MonoBehaviour)this).Invoke("ShowHudMessageEffect", delay);
		}

		public void SendHudMessage(string message, float delay, float duration = 5f, bool silent = true)
		{
			this.message = message;
			this.duration = duration;
			this.silent = silent;
			((MonoBehaviour)this).Invoke("ShowHudMessage", delay);
		}

		private void ShowHudMessage()
		{
			MonoSingleton<HudMessageReceiver>.Instance.text.text = message;
			MonoSingleton<HudMessageReceiver>.Instance.text.text = MonoSingleton<HudMessageReceiver>.Instance.text.text.Replace('$', '\n');
			((Behaviour)MonoSingleton<HudMessageReceiver>.Instance.text).enabled = true;
			((Behaviour)MonoSingleton<HudMessageReceiver>.Instance.img).enabled = true;
			MonoSingleton<HudMessageReceiver>.Instance.hoe.Force();
			if (!silent)
			{
				MonoSingleton<HudMessageReceiver>.Instance.aud.Play();
			}
			((MonoBehaviour)MonoSingleton<HudMessageReceiver>.Instance).CancelInvoke("Done");
			effectLoop = false;
			((MonoBehaviour)this).CancelInvoke("Done");
			((MonoBehaviour)this).Invoke("Done", duration);
		}

		private void ShowHudMessageEffect()
		{
			MonoSingleton<HudMessageReceiver>.Instance.text.text = "";
			((Behaviour)MonoSingleton<HudMessageReceiver>.Instance.text).enabled = true;
			((Behaviour)MonoSingleton<HudMessageReceiver>.Instance.img).enabled = true;
			MonoSingleton<HudMessageReceiver>.Instance.hoe.Force();
			if (!silent)
			{
				MonoSingleton<HudMessageReceiver>.Instance.aud.Play();
			}
			((MonoBehaviour)MonoSingleton<HudMessageReceiver>.Instance).CancelInvoke("Done");
			effectLoop = true;
			startTime = Time.time;
			((MonoBehaviour)this).CancelInvoke("Done");
			((MonoBehaviour)this).Invoke("Done", duration);
		}
	}
	public static class GOPUtils
	{
		public static Color[] RainbowGrad = (Color[])(object)new Color[6]
		{
			new Color(1f, 0f, 0f),
			new Color(1f, 1f, 0f),
			new Color(0f, 1f, 0f),
			new Color(0f, 1f, 1f),
			new Color(0f, 0f, 1f),
			new Color(1f, 0f, 1f)
		};

		public static Color[] FireGrad = (Color[])(object)new Color[4]
		{
			new Color(1f, 0f, 0f),
			new Color(1f, 0.8f, 0f),
			new Color(1f, 0f, 0f),
			new Color(1f, 0.5f, 0f)
		};

		public static Color[] CrimsonGrad = (Color[])(object)new Color[2]
		{
			new Color(0.85f, 0f, 0f),
			new Color(0.15f, 0f, 0f)
		};

		public static Color[] DarkBlueGrad = (Color[])(object)new Color[2]
		{
			HexToColor("#373B44"),
			HexToColor("#4286f4")
		};

		private static List<GameObject> descendants = new List<GameObject>();

		public static Color HexToColor(string hex)
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Unknown result type (might be due to invalid IL or missing references)
			Color result = default(Color);
			ColorUtility.TryParseHtmlString(hex, ref result);
			return result;
		}

		public static Color LerpColorArray(Color[] grad, float t)
		{
			//IL_0010: Unknown result type (might be due to invalid IL or missing references)
			//IL_0022: Unknown result type (might be due to invalid IL or missing references)
			//IL_0032: Unknown result type (might be due to invalid IL or missing references)
			float num = t % (float)grad.Length;
			return Color.Lerp(grad[(int)Math.Floor(num)], grad[(int)Math.Ceiling(num) % grad.Length], num - (float)(int)Math.Floor(num));
		}

		public static Color LerpColorArrayNorm(Color[] grad, float t)
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			return LerpColorArray(grad, t * (float)grad.Length);
		}

		public static string IntsToHexString(int r, int g, int b)
		{
			string text = ((r >= 16) ? r.ToString("X") : ("0" + r.ToString("X")));
			string text2 = ((g >= 16) ? g.ToString("X") : ("0" + g.ToString("X")));
			string text3 = ((b >= 16) ? b.ToString("X") : ("0" + b.ToString("X")));
			return text + text2 + text3;
		}

		public static string ColorToHexString(Color color)
		{
			//IL_0000: Unknown result type (might be due to invalid IL or missing references)
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//IL_001a: Unknown result type (might be due to invalid IL or missing references)
			return IntsToHexString((int)(color.r * 255f), (int)(color.g * 255f), (int)(color.b * 255f));
		}

		public static string ModDir()
		{
			return Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
		}

		public static string ModPath()
		{
			return Assembly.GetExecutingAssembly().Location;
		}

		public static Quaternion RandRot(float x, float y, float z)
		{
			//IL_0018: Unknown result type (might be due to invalid IL or missing references)
			return Quaternion.Euler(Random.Range(0f - x, x), Random.Range(0f - y, y), Random.Range(0f - z, z));
		}

		public static Quaternion RandRot(float range)
		{
			//IL_0018: Unknown result type (might be due to invalid IL or missing references)
			return Quaternion.Euler(Random.Range(0f - range, range), Random.Range(0f - range, range), Random.Range(0f - range, range));
		}

		public static Vector3 RandPos(float x, float y, float z)
		{
			//IL_0018: Unknown result type (might be due to invalid IL or missing references)
			return new Vector3(Random.Range(0f - x, x), Random.Range(0f - y, y), Random.Range(0f - z, z));
		}

		public static Vector3 RandPos(float range)
		{
			//IL_0018: Unknown result type (might be due to invalid IL or missing references)
			return new Vector3(Random.Range(0f - range, range), Random.Range(0f - range, range), Random.Range(0f - range, range));
		}

		public static GameObject DescendantByName(this GameObject from, string name)
		{
			_ = from.transform.childCount;
			_ = 0;
			for (int i = 0; i < from.transform.childCount; i++)
			{
				GameObject gameObject = ((Component)from.transform.GetChild(i)).gameObject;
				if (((Object)gameObject).name == name)
				{
					return gameObject;
				}
				GameObject val = gameObject.DescendantByName(name);
				if ((Object)(object)val != (Object)null)
				{
					return val;
				}
			}
			return null;
		}

		private static void GatherDescendants(this GameObject from)
		{
			for (int i = 0; i < from.transform.childCount; i++)
			{
				descendants.Add(((Component)from.transform.GetChild(i)).gameObject);
				((Component)from.transform.GetChild(i)).gameObject.GatherDescendants();
			}
		}

		public static List<GameObject> DescendantsList(this GameObject from)
		{
			if (descendants.Count > 0)
			{
				descendants.Clear();
			}
			from.GatherDescendants();
			return descendants;
		}

		public static List<string> LayerMaskNames(LayerMask lmask)
		{
			List<string> list = new List<string>();
			int num = 1;
			for (int i = 0; i < 32; i++)
			{
				if ((((LayerMask)(ref lmask)).value & num) > 0)
				{
					list.Add(LayerMask.LayerToName(i));
				}
				num *= 2;
			}
			return list;
		}

		public static int NameToLayerBit(string name)
		{
			int num = LayerMask.NameToLayer(name);
			if (num > -1)
			{
				return (int)Math.Pow(2.0, num);
			}
			return num;
		}
	}
}
namespace GunsOPlenty.Data
{
	public static class AssetHandler
	{
		public static AssetBundle bundle;

		public static bool bundleLoaded;

		public static GameObject coinShot;

		public static GameObject generator;

		public static GameObject beething;

		public static void LoadBundle()
		{
			if (bundleLoaded)
			{
				Debug.Log((object)"Bundle already loaded");
				return;
			}
			bundle = AssetBundle.LoadFromFile(Path.Combine(Path.Combine(GOPUtils.ModDir(), "Data"), "gop_assets"));
			if ((Object)(object)bundle != (Object)null)
			{
				Debug.Log((object)"Bundle successfully loaded");
				bundleLoaded = true;
			}
			else
			{
				Debug.Log((object)"Bundle failed to loaded");
				bundleLoaded = false;
			}
		}

		public static T LoadAsset<T>(string name) where T : Object
		{
			if (!bundleLoaded)
			{
				Debug.Log((object)"Bundle is not loaded");
				return default(T);
			}
			T val = bundle.LoadAsset<T>(name);
			if ((Object)(object)val == (Object)null)
			{
				Debug.Log((object)(name + " didn't load"));
			}
			return val;
		}

		public static void UnloadBundle()
		{
			if (!bundleLoaded)
			{
				Debug.Log((object)"Bundle already unloaded");
				return;
			}
			Debug.Log((object)"Bundle succesfully unloaded");
			bundle.Unload(true);
			bundle = null;
		}

		public static void CreateCustomPrefabs()
		{
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			coinShot = AssetHandler.LoadAsset<GameObject>("Testo");
			((Object)coinShot).name = "Coin Shot";
			coinShot.AddComponent<CoinShot>();
			LayerMask.op_Implicit(0);
			generator = AssetHandler.LoadAsset<GameObject>("Test Thing");
			MeshRenderer val = default(MeshRenderer);
			foreach (GameObject item in generator.DescendantsList())
			{
				if (item.TryGetComponent<MeshRenderer>(ref val))
				{
					((Renderer)val).material.shader = ShaderBox.vertexlit;
					item.AddComponent<OutdoorsChecker>();
				}
			}
			beething = AssetHandler.LoadAsset<GameObject>("Test Creature");
			MeshRenderer val2 = default(MeshRenderer);
			foreach (GameObject item2 in beething.DescendantsList())
			{
				if (item2.TryGetComponent<MeshRenderer>(ref val2))
				{
					((Renderer)val2).material.shader = ShaderBox.vertexlit;
					item2.AddComponent<OutdoorsChecker>();
				}
			}
			EffectBox.fire = AssetHandler.LoadAsset<GameObject>("FlameThrower");
			EffectBox.epicFire = AssetHandler.LoadAsset<GameObject>("EpicThrower");
			EffectBox.bubble = AssetHandler.LoadAsset<GameObject>("BubbleThrower");
			EffectBox.epicBubble = AssetHandler.LoadAsset<GameObject>("EpicBubbleThrower");
		}
	}
	public static class PrefabBox
	{
		public static GameObject boom = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Explosions/Explosion.prefab").WaitForCompletion();

		public static GameObject bigBoom = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Explosions/Explosion Big.prefab").WaitForCompletion();

		public static GameObject superBoom = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Explosions/Explosion Super.prefab").WaitForCompletion();

		public static GameObject harmlessBoom = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Explosions/Explosion Rocket Harmless.prefab").WaitForCompletion();

		public static GameObject beam = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Hitscan Beams/Revolver Beam.prefab").WaitForCompletion();

		public static GameObject coin = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Coin.prefab").WaitForCompletion();

		public static GameObject grenade = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Grenade.prefab").WaitForCompletion();

		public static GameObject rocket = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Rocket.prefab").WaitForCompletion();

		public static GameObject cannonball = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Cannonball.prefab").WaitForCompletion();

		public static GameObject progHomingExpl = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Projectile Homing Explosive.prefab").WaitForCompletion();

		public static GameObject gutterbeam = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/Hitscan Beams/Gutterman Beam.prefab").WaitForCompletion();

		public static GameObject gutterRocket = Addressables.LoadAssetAsync<GameObject>((object)"Assets/Prefabs/Attacks and Projectiles/RocketEnemy.prefab").WaitForCompletion();
	}
	public static class ShaderBox
	{
		public static Shader vertexlit = Addressables.LoadAssetAsync<Shader>((object)"Assets/Shaders/Main/ULTRAKILL-vertexlit.shader").WaitForCompletion();

		public static Shader psx_abient = Addressables.LoadAssetAsync<Shader>((object)"Assets/Shaders/Main/ULTRAKILL-unlit-ambient.shader").WaitForCompletion();

		public static Shader vertexlit_emissive = Addressables.LoadAssetAsync<Shader>((object)"Assets/Shaders/Main/ULTRAKILL-vertexlit-emissive.shader").WaitForCompletion();
	}
	public static class EffectBox
	{
		public static GameObject fire;

		public static GameObject epicFire;

		public static GameObject bubble;

		public static GameObject epicBubble;
	}
	public static class WhyDoesGettingAddressableNamesAtRuntimeHaveToBeSoHard
	{
		public static async void GetAddressKeys()
		{
		}
	}
}