Decompiled source of TideOfWar v0.1.1
TideOfWar.dll
Decompiled a week ago
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using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Core.Logging.Interpolation; using BepInEx.Logging; using BepInEx.Unity.IL2CPP; using HarmonyLib; using Microsoft.CodeAnalysis; using ProjectM; using Stunlock.Core; using TideOfWar.SpawnForWar; using TideOfWar.SpawnForWar.Battlefield; using Unity.Entities; using Unity.Mathematics; using VAMP.Data; using VAMP.Services; using VAMP.Utilities; using VampireCommandFramework; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")] [assembly: AssemblyCompany("TideOfWar")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyDescription("Created with VRising.ModTemplate, you should edit this.")] [assembly: AssemblyFileVersion("0.1.10.0")] [assembly: AssemblyInformationalVersion("0.1.10+1.Branch.main.Sha.c33d0879382e1a0da34861ec55914ba7e637a80e.e325a9c953ed343fca70cc2c0ae2f3bb3b6d3885")] [assembly: AssemblyProduct("TideOfWar")] [assembly: AssemblyTitle("TideOfWar")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("0.1.10.0")] [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 TideOfWar { [BepInPlugin("TideOfWar", "TideOfWar", "0.1.10")] [BepInDependency(/*Could not decode attribute arguments.*/)] public class Plugin : BasePlugin { private Harmony _harmony; public static Plugin Instance { get; private set; } public static ManualLogSource LogInstance => ((BasePlugin)Instance).Log; public override void Load() { //IL_0014: Unknown result type (might be due to invalid IL or missing references) //IL_001a: Expected O, but got Unknown //IL_0067: Unknown result type (might be due to invalid IL or missing references) //IL_0071: Expected O, but got Unknown Instance = this; ManualLogSource log = ((BasePlugin)this).Log; bool flag = default(bool); BepInExInfoLogInterpolatedStringHandler val = new BepInExInfoLogInterpolatedStringHandler(38, 2, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("TideOfWar: Plugin "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<string>("TideOfWar"); ((BepInExLogInterpolatedStringHandler)val).AppendLiteral(" version "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<string>("0.1.10"); ((BepInExLogInterpolatedStringHandler)val).AppendLiteral(" is loaded!"); } log.LogInfo(val); _harmony = new Harmony("TideOfWar"); _harmony.PatchAll(Assembly.GetExecutingAssembly()); CommandRegistry.RegisterAll(); Core.Init(); } public override bool Unload() { CommandRegistry.UnregisterAssembly(); Harmony harmony = _harmony; if (harmony != null) { harmony.UnpatchSelf(); } return true; } } public static class MyPluginInfo { public const string PLUGIN_GUID = "TideOfWar"; public const string PLUGIN_NAME = "TideOfWar"; public const string PLUGIN_VERSION = "0.1.10"; } } namespace TideOfWar.SpawnForWar { public static class Core { public static bool mute = true; public static bool enabled = true; public static bool disable_human = false; public static bool disable_vampire = false; public static Random random = default(Random); public static void Init() { ((Random)(ref random)).InitState(1851936439u); } public static void StopWar() { enabled = false; } public static void ResumeWar() { enabled = true; } public static void ToggleHuman() { disable_human = !disable_human; } public static void ToggleVampire() { disable_vampire = !disable_vampire; } public static void ToggleMute() { mute = !mute; } public static void SpawnForWarCoL(float3 position) { //IL_0016: 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) //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_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_0054: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_human) { SpawnForWarCoLSquad(position, withPaladin: true); SpawnForWarCoLSquad(position + new float3(0f, 0f, 5f), withPaladin: true); SpawnForWarCoLSquad(position + new float3(0f, 0f, -5f), withPaladin: true); } } public static void SpawnForWarCoLSquad(float3 position, bool withPaladin = false) { //IL_0031: Unknown result type (might be due to invalid IL or missing references) //IL_0036: Unknown result type (might be due to invalid IL or missing references) //IL_0046: 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_005b: Unknown result type (might be due to invalid IL or missing references) //IL_0060: Unknown result type (might be due to invalid IL or missing references) //IL_0070: Unknown result type (might be due to invalid IL or missing references) //IL_0075: Unknown result type (might be due to invalid IL or missing references) //IL_0085: Unknown result type (might be due to invalid IL or missing references) //IL_008a: Unknown result type (might be due to invalid IL or missing references) //IL_009a: Unknown result type (might be due to invalid IL or missing references) //IL_009f: Unknown result type (might be due to invalid IL or missing references) //IL_00af: Unknown result type (might be due to invalid IL or missing references) //IL_00b4: Unknown result type (might be due to invalid IL or missing references) //IL_00c4: Unknown result type (might be due to invalid IL or missing references) //IL_00c9: Unknown result type (might be due to invalid IL or missing references) //IL_00d9: Unknown result type (might be due to invalid IL or missing references) //IL_00de: 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_0103: Unknown result type (might be due to invalid IL or missing references) //IL_0108: 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) //IL_012d: Unknown result type (might be due to invalid IL or missing references) //IL_0132: Unknown result type (might be due to invalid IL or missing references) //IL_0142: Unknown result type (might be due to invalid IL or missing references) //IL_0147: Unknown result type (might be due to invalid IL or missing references) //IL_0157: Unknown result type (might be due to invalid IL or missing references) //IL_015c: Unknown result type (might be due to invalid IL or missing references) //IL_016c: Unknown result type (might be due to invalid IL or missing references) //IL_0171: Unknown result type (might be due to invalid IL or missing references) //IL_0181: Unknown result type (might be due to invalid IL or missing references) //IL_0186: Unknown result type (might be due to invalid IL or missing references) //IL_0196: Unknown result type (might be due to invalid IL or missing references) //IL_019b: Unknown result type (might be due to invalid IL or missing references) //IL_01ab: Unknown result type (might be due to invalid IL or missing references) //IL_01b0: 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_01c5: 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_01da: Unknown result type (might be due to invalid IL or missing references) //IL_01ea: Unknown result type (might be due to invalid IL or missing references) //IL_01ef: Unknown result type (might be due to invalid IL or missing references) //IL_01ff: Unknown result type (might be due to invalid IL or missing references) //IL_0204: Unknown result type (might be due to invalid IL or missing references) //IL_0214: Unknown result type (might be due to invalid IL or missing references) //IL_0219: Unknown result type (might be due to invalid IL or missing references) //IL_0229: Unknown result type (might be due to invalid IL or missing references) //IL_022e: Unknown result type (might be due to invalid IL or missing references) //IL_023e: Unknown result type (might be due to invalid IL or missing references) //IL_0243: Unknown result type (might be due to invalid IL or missing references) //IL_0253: Unknown result type (might be due to invalid IL or missing references) //IL_0258: Unknown result type (might be due to invalid IL or missing references) //IL_0268: Unknown result type (might be due to invalid IL or missing references) //IL_026d: Unknown result type (might be due to invalid IL or missing references) //IL_027d: Unknown result type (might be due to invalid IL or missing references) //IL_0282: Unknown result type (might be due to invalid IL or missing references) //IL_0292: Unknown result type (might be due to invalid IL or missing references) //IL_0297: Unknown result type (might be due to invalid IL or missing references) //IL_02a7: Unknown result type (might be due to invalid IL or missing references) //IL_02ac: Unknown result type (might be due to invalid IL or missing references) //IL_02bc: Unknown result type (might be due to invalid IL or missing references) //IL_02c1: Unknown result type (might be due to invalid IL or missing references) //IL_02d1: Unknown result type (might be due to invalid IL or missing references) //IL_02d6: Unknown result type (might be due to invalid IL or missing references) //IL_02e6: Unknown result type (might be due to invalid IL or missing references) //IL_02eb: Unknown result type (might be due to invalid IL or missing references) //IL_02fb: Unknown result type (might be due to invalid IL or missing references) //IL_0300: Unknown result type (might be due to invalid IL or missing references) //IL_0310: Unknown result type (might be due to invalid IL or missing references) //IL_0315: Unknown result type (might be due to invalid IL or missing references) //IL_0325: Unknown result type (might be due to invalid IL or missing references) //IL_032a: Unknown result type (might be due to invalid IL or missing references) //IL_033a: Unknown result type (might be due to invalid IL or missing references) //IL_033f: Unknown result type (might be due to invalid IL or missing references) //IL_034f: Unknown result type (might be due to invalid IL or missing references) //IL_0354: Unknown result type (might be due to invalid IL or missing references) //IL_0364: Unknown result type (might be due to invalid IL or missing references) //IL_0369: Unknown result type (might be due to invalid IL or missing references) //IL_0379: Unknown result type (might be due to invalid IL or missing references) //IL_037e: Unknown result type (might be due to invalid IL or missing references) //IL_038e: Unknown result type (might be due to invalid IL or missing references) //IL_0393: Unknown result type (might be due to invalid IL or missing references) //IL_03a3: Unknown result type (might be due to invalid IL or missing references) //IL_03a8: Unknown result type (might be due to invalid IL or missing references) //IL_03b8: Unknown result type (might be due to invalid IL or missing references) //IL_03bd: Unknown result type (might be due to invalid IL or missing references) //IL_03cd: Unknown result type (might be due to invalid IL or missing references) //IL_03d2: Unknown result type (might be due to invalid IL or missing references) //IL_03e2: Unknown result type (might be due to invalid IL or missing references) //IL_03e7: Unknown result type (might be due to invalid IL or missing references) //IL_03f7: Unknown result type (might be due to invalid IL or missing references) //IL_03fc: Unknown result type (might be due to invalid IL or missing references) //IL_040c: Unknown result type (might be due to invalid IL or missing references) //IL_0411: 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) //IL_0024: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_human) { if (withPaladin) { SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Paladin, position); } SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Knight_2H, position + new float3(0f, 0f, 1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Knight_2H, position + new float3(0f, 0f, -1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Cleric, position + new float3(1f, 0f, 1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Cleric, position + new float3(1f, 0f, -1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Knight_Shield, position + new float3(1f, 0f, 0f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Knight_Shield, position + new float3(-1f, 0f, 0f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Lightweaver, position + new float3(-1f, 0f, 1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Lightweaver, position + new float3(-1f, 0f, -1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Footman, position + new float3(2f, 0f, -2f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Footman, position + new float3(2f, 0f, -1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Footman, position + new float3(2f, 0f, 0f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Footman, position + new float3(2f, 0f, 1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Footman, position + new float3(2f, 0f, 2f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Rifleman, position + new float3(-2f, 0f, -2f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Rifleman, position + new float3(-2f, 0f, -1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Rifleman, position + new float3(-2f, 0f, 0f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Rifleman, position + new float3(-2f, 0f, 1f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Rifleman, position + new float3(-2f, 0f, 2f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Priest, position + new float3(-1f, 0f, 2f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Priest, position + new float3(-1f, 0f, -2f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Cleric, position + new float3(0f, 0f, 2f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Cleric, position + new float3(0f, 0f, -2f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Archer, position + new float3(1f, 0f, 2f)); SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Archer, position + new float3(1f, 0f, -2f)); } } public static void SpawnForWarCoLSquadSolider(float3 position) { //IL_002b: Unknown result type (might be due to invalid IL or missing references) //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_0038: Unknown result type (might be due to invalid IL or missing references) //IL_0068: Unknown result type (might be due to invalid IL or missing references) //IL_006d: Unknown result type (might be due to invalid IL or missing references) //IL_0075: Unknown result type (might be due to invalid IL or missing references) //IL_00aa: Unknown result type (might be due to invalid IL or missing references) //IL_00af: 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) if (enabled && !disable_human) { int num = ((Random)(ref random)).NextInt(0, 5); for (int i = 0; i < num; i++) { SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Footman, RandPos(position, 1f, num)); } num = ((Random)(ref random)).NextInt(0, 5); for (int j = 0; j < num; j++) { SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Rifleman, RandPos(position, 1f, num)); } num = ((Random)(ref random)).NextInt(0, 5); for (int k = 0; k < num; k++) { SpawnNpcForWar(Prefabs.CHAR_ChurchOfLight_Archer, RandPos(position, 1f, num)); } } } public static void SpawnForWarCoLSquadRandom(float3 position, bool high = true, bool low = true) { //IL_004b: Unknown result type (might be due to invalid IL or missing references) //IL_0050: 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_00b4: Unknown result type (might be due to invalid IL or missing references) //IL_00b9: Unknown result type (might be due to invalid IL or missing references) //IL_00c4: Unknown result type (might be due to invalid IL or missing references) if (!enabled || disable_human) { return; } int num = ((Random)(ref random)).NextInt(0, 5); if (high) { for (int i = 0; i < num; i++) { SpawnNpcForWar(Unit.prefabCoLHigh[((Random)(ref random)).NextInt(0, Unit.prefabCoLHigh.Count)], RandPos(position, 1f, num)); } } if (low) { num = ((Random)(ref random)).NextInt((num == 0) ? 1 : 0, 10); for (int j = 0; j < num; j++) { SpawnNpcForWar(Unit.prefabCoLLow[((Random)(ref random)).NextInt(0, Unit.prefabCoLLow.Count)], RandPos(position, 1f, 5f)); } } } public static void SpawnForWarCoLVBloodRandom(float3 position) { //IL_001b: 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) if (enabled && !disable_human) { SpawnVBloodForWar(Unit.prefabCoLVBlood.NextRand(), position); } } public static void SpawnForWarMilitiaSquadRandom(float3 position) { //IL_0043: Unknown result type (might be due to invalid IL or missing references) //IL_0048: 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) if (enabled && !disable_human) { int num = ((Random)(ref random)).NextInt(5, 15); for (int i = 0; i < num; i++) { SpawnNpcForWar(Unit.prefabMilitia[((Random)(ref random)).NextInt(0, Unit.prefabMilitia.Count)], RandPos(position, 1f, 5f)); } } } public static void SpawnForWarMilitiaVBloodRandom(float3 position) { //IL_001b: 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) if (enabled && !disable_human) { SpawnVBloodForWar(Unit.prefabMilitiaVBlood.NextRand(), position); } } public static void SpawnForWarHunterVBloodRandom(float3 position) { //IL_001b: 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) if (enabled && !disable_human) { SpawnVBloodForWar(Unit.prefabHunterVBlood.NextRand(), position); } } public static void SpawnForWarAllianceVBloodRandom(float3 position) { //IL_001b: 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) if (enabled && !disable_human) { SpawnVBloodForWar(Unit.prefabAllianceVBlood.NextRand(), position); } } public static void SpawnForWarLegion(float3 position) { //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) //IL_0029: 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_0049: Unknown result type (might be due to invalid IL or missing references) //IL_0059: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Unknown result type (might be due to invalid IL or missing references) //IL_0069: Unknown result type (might be due to invalid IL or missing references) //IL_0079: Unknown result type (might be due to invalid IL or missing references) //IL_007e: Unknown result type (might be due to invalid IL or missing references) //IL_0089: Unknown result type (might be due to invalid IL or missing references) //IL_0099: 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_00a9: Unknown result type (might be due to invalid IL or missing references) //IL_00b9: Unknown result type (might be due to invalid IL or missing references) //IL_00be: Unknown result type (might be due to invalid IL or missing references) //IL_00c9: Unknown result type (might be due to invalid IL or missing references) //IL_00d9: Unknown result type (might be due to invalid IL or missing references) //IL_00de: Unknown result type (might be due to invalid IL or missing references) //IL_00e9: Unknown result type (might be due to invalid IL or missing references) //IL_00f9: Unknown result type (might be due to invalid IL or missing references) //IL_00fe: Unknown result type (might be due to invalid IL or missing references) //IL_0109: Unknown result type (might be due to invalid IL or missing references) //IL_0119: Unknown result type (might be due to invalid IL or missing references) //IL_011e: Unknown result type (might be due to invalid IL or missing references) //IL_0129: Unknown result type (might be due to invalid IL or missing references) //IL_0139: Unknown result type (might be due to invalid IL or missing references) //IL_013e: Unknown result type (might be due to invalid IL or missing references) //IL_0149: Unknown result type (might be due to invalid IL or missing references) //IL_0159: Unknown result type (might be due to invalid IL or missing references) //IL_015e: Unknown result type (might be due to invalid IL or missing references) //IL_0169: Unknown result type (might be due to invalid IL or missing references) //IL_0179: Unknown result type (might be due to invalid IL or missing references) //IL_017e: Unknown result type (might be due to invalid IL or missing references) //IL_0189: Unknown result type (might be due to invalid IL or missing references) //IL_0199: Unknown result type (might be due to invalid IL or missing references) //IL_019e: Unknown result type (might be due to invalid IL or missing references) //IL_01a9: Unknown result type (might be due to invalid IL or missing references) //IL_01b9: Unknown result type (might be due to invalid IL or missing references) //IL_01be: Unknown result type (might be due to invalid IL or missing references) //IL_01c9: Unknown result type (might be due to invalid IL or missing references) //IL_01d9: Unknown result type (might be due to invalid IL or missing references) //IL_01de: Unknown result type (might be due to invalid IL or missing references) //IL_01e9: Unknown result type (might be due to invalid IL or missing references) //IL_01f9: Unknown result type (might be due to invalid IL or missing references) //IL_01fe: Unknown result type (might be due to invalid IL or missing references) //IL_0209: Unknown result type (might be due to invalid IL or missing references) //IL_0219: Unknown result type (might be due to invalid IL or missing references) //IL_021e: Unknown result type (might be due to invalid IL or missing references) //IL_0229: Unknown result type (might be due to invalid IL or missing references) //IL_0239: Unknown result type (might be due to invalid IL or missing references) //IL_023e: Unknown result type (might be due to invalid IL or missing references) //IL_0249: Unknown result type (might be due to invalid IL or missing references) //IL_0259: Unknown result type (might be due to invalid IL or missing references) //IL_025e: Unknown result type (might be due to invalid IL or missing references) //IL_0269: Unknown result type (might be due to invalid IL or missing references) //IL_0279: Unknown result type (might be due to invalid IL or missing references) //IL_027e: Unknown result type (might be due to invalid IL or missing references) //IL_0289: Unknown result type (might be due to invalid IL or missing references) //IL_0299: Unknown result type (might be due to invalid IL or missing references) //IL_029e: Unknown result type (might be due to invalid IL or missing references) //IL_02a9: Unknown result type (might be due to invalid IL or missing references) //IL_02b9: Unknown result type (might be due to invalid IL or missing references) //IL_02be: Unknown result type (might be due to invalid IL or missing references) //IL_02c9: Unknown result type (might be due to invalid IL or missing references) //IL_02d9: Unknown result type (might be due to invalid IL or missing references) //IL_02de: Unknown result type (might be due to invalid IL or missing references) //IL_02e9: Unknown result type (might be due to invalid IL or missing references) //IL_02f9: Unknown result type (might be due to invalid IL or missing references) //IL_02fe: Unknown result type (might be due to invalid IL or missing references) //IL_0309: Unknown result type (might be due to invalid IL or missing references) //IL_0319: Unknown result type (might be due to invalid IL or missing references) //IL_031e: Unknown result type (might be due to invalid IL or missing references) //IL_0329: Unknown result type (might be due to invalid IL or missing references) //IL_0339: Unknown result type (might be due to invalid IL or missing references) //IL_033e: Unknown result type (might be due to invalid IL or missing references) //IL_0349: Unknown result type (might be due to invalid IL or missing references) //IL_0359: Unknown result type (might be due to invalid IL or missing references) //IL_035e: Unknown result type (might be due to invalid IL or missing references) //IL_0369: Unknown result type (might be due to invalid IL or missing references) //IL_037f: Unknown result type (might be due to invalid IL or missing references) //IL_0384: Unknown result type (might be due to invalid IL or missing references) //IL_0391: Unknown result type (might be due to invalid IL or missing references) //IL_0396: Unknown result type (might be due to invalid IL or missing references) //IL_03a6: Unknown result type (might be due to invalid IL or missing references) //IL_03ab: Unknown result type (might be due to invalid IL or missing references) //IL_03b8: Unknown result type (might be due to invalid IL or missing references) //IL_03bd: Unknown result type (might be due to invalid IL or missing references) //IL_03da: Unknown result type (might be due to invalid IL or missing references) //IL_03e5: Unknown result type (might be due to invalid IL or missing references) //IL_03ea: Unknown result type (might be due to invalid IL or missing references) //IL_03f1: Unknown result type (might be due to invalid IL or missing references) //IL_03f6: Unknown result type (might be due to invalid IL or missing references) //IL_0401: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_vampire) { SpawnNpcForWar(Prefabs.CHAR_Legion_Guardian_DraculaMinion, RandPos(position, 0f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Assassin, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Assassin, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Assassin, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_BloodProphet, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_BloodProphet, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_BloodProphet, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_BloodProphet, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Dreadhorn, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Dreadhorn, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Dreadhorn, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Gargoyle, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Gargoyle, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Gargoyle, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden_Lesser, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden_Lesser, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden_Lesser, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden_Lesser, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden_Lesser, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Nightmare, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Nightmare, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Nightmare, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Vargulf, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Vargulf, RandPos(position, 1f, 5f)); for (int i = -5; i < 6; i++) { SpawnNpcForWar(Prefabs.CHAR_Legion_Shadowkin, position + new float3(0f, 0f, (float)i)); SpawnNpcForWar(Prefabs.CHAR_Legion_Shadowkin, position + new float3(1f, 0f, (float)i)); } float3 basePosition = RandPos(position, 1f, 5f); for (int j = 0; j < 20; j++) { SpawnNpcForWar(Prefabs.CHAR_Legion_BatSwarm, RandPos(basePosition, 1f, 3f)); } } } public static void SpawnForWarLegionSquad(float3 position) { //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) //IL_0029: 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_0049: Unknown result type (might be due to invalid IL or missing references) //IL_0059: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Unknown result type (might be due to invalid IL or missing references) //IL_0069: Unknown result type (might be due to invalid IL or missing references) //IL_0079: Unknown result type (might be due to invalid IL or missing references) //IL_007e: Unknown result type (might be due to invalid IL or missing references) //IL_0089: Unknown result type (might be due to invalid IL or missing references) //IL_0099: 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_00a9: Unknown result type (might be due to invalid IL or missing references) //IL_00b9: Unknown result type (might be due to invalid IL or missing references) //IL_00be: Unknown result type (might be due to invalid IL or missing references) //IL_00c9: Unknown result type (might be due to invalid IL or missing references) //IL_00d9: Unknown result type (might be due to invalid IL or missing references) //IL_00de: Unknown result type (might be due to invalid IL or missing references) //IL_00e9: Unknown result type (might be due to invalid IL or missing references) //IL_00f9: Unknown result type (might be due to invalid IL or missing references) //IL_00fe: Unknown result type (might be due to invalid IL or missing references) //IL_0109: Unknown result type (might be due to invalid IL or missing references) //IL_0119: Unknown result type (might be due to invalid IL or missing references) //IL_011e: Unknown result type (might be due to invalid IL or missing references) //IL_0129: Unknown result type (might be due to invalid IL or missing references) //IL_0139: Unknown result type (might be due to invalid IL or missing references) //IL_013e: Unknown result type (might be due to invalid IL or missing references) //IL_0149: Unknown result type (might be due to invalid IL or missing references) //IL_0159: Unknown result type (might be due to invalid IL or missing references) //IL_015e: Unknown result type (might be due to invalid IL or missing references) //IL_0169: Unknown result type (might be due to invalid IL or missing references) //IL_017f: Unknown result type (might be due to invalid IL or missing references) //IL_0184: Unknown result type (might be due to invalid IL or missing references) //IL_0191: Unknown result type (might be due to invalid IL or missing references) //IL_0196: Unknown result type (might be due to invalid IL or missing references) //IL_01a6: Unknown result type (might be due to invalid IL or missing references) //IL_01ab: Unknown result type (might be due to invalid IL or missing references) //IL_01b8: Unknown result type (might be due to invalid IL or missing references) //IL_01bd: Unknown result type (might be due to invalid IL or missing references) //IL_01da: Unknown result type (might be due to invalid IL or missing references) //IL_01e5: Unknown result type (might be due to invalid IL or missing references) //IL_01ea: Unknown result type (might be due to invalid IL or missing references) //IL_01f1: Unknown result type (might be due to invalid IL or missing references) //IL_01f6: Unknown result type (might be due to invalid IL or missing references) //IL_0201: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_vampire) { SpawnNpcForWar(Prefabs.CHAR_Legion_Guardian_DraculaMinion, RandPos(position, 0f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Assassin, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_BloodProphet, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Dreadhorn, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden_Lesser, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden_Lesser, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Nightmare, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Nightmare, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Vargulf, RandPos(position, 1f, 5f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Vargulf, RandPos(position, 1f, 5f)); for (int i = -2; i < 3; i++) { SpawnNpcForWar(Prefabs.CHAR_Legion_Shadowkin, position + new float3(0f, 0f, (float)i)); SpawnNpcForWar(Prefabs.CHAR_Legion_Shadowkin, position + new float3(1f, 0f, (float)i)); } float3 basePosition = RandPos(position, 1f, 5f); for (int j = 0; j < 6; j++) { SpawnNpcForWar(Prefabs.CHAR_Legion_BatSwarm, RandPos(basePosition, 1f, 3f)); } } } public static void SpawnForWarLegionSquadTank(float3 position, int count = 5, float maxRange = 7f) { //IL_001b: 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_0027: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_vampire) { for (int i = 0; i < count; i++) { SpawnNpcForWar(Prefabs.CHAR_Legion_Dreadhorn, RandPos(position, 1f, maxRange)); } } } public static void SpawnForWarLegionSquadPriest(float3 position, int count = 3, float maxRange = 5f) { //IL_001b: 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_0027: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_vampire) { for (int i = 0; i < count; i++) { SpawnNpcForWar(Prefabs.CHAR_Legion_BloodProphet, RandPos(position, 1f, maxRange)); } } } public static void SpawnForWarLegionSquadSuccubus(float3 position, int count = 3, float maxRange = 5f) { //IL_001e: 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_002b: Unknown result type (might be due to invalid IL or missing references) //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_003c: 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_0051: Unknown result type (might be due to invalid IL or missing references) //IL_0056: Unknown result type (might be due to invalid IL or missing references) //IL_0066: Unknown result type (might be due to invalid IL or missing references) //IL_006b: Unknown result type (might be due to invalid IL or missing references) //IL_007b: Unknown result type (might be due to invalid IL or missing references) //IL_0080: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_vampire) { for (int i = 0; i < count; i++) { float3 val = RandPos(position, 1f, maxRange); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden, val); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden_Lesser, val + new float3(1f, 0f, 1f)); SpawnNpcForWar(Prefabs.CHAR_Legion_NightMaiden_Lesser, val + new float3(1f, 0f, -1f)); } } } public static void SpawnForWarLegionSquadDefense(float3 position, int distance = 1) { //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) //IL_0028: Unknown result type (might be due to invalid IL or missing references) //IL_002d: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Unknown result type (might be due to invalid IL or missing references) //IL_0042: 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_0052: Unknown result type (might be due to invalid IL or missing references) //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_0073: 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_0088: Unknown result type (might be due to invalid IL or missing references) //IL_008d: Unknown result type (might be due to invalid IL or missing references) //IL_0098: Unknown result type (might be due to invalid IL or missing references) //IL_009d: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_vampire) { SpawnNpcForWar(Prefabs.CHAR_Legion_Gargoyle, position + new float3((float)distance, 0f, (float)distance)); SpawnNpcForWar(Prefabs.CHAR_Legion_Gargoyle, position + new float3((float)distance, 0f, (float)(-distance))); SpawnNpcForWar(Prefabs.CHAR_Legion_Gargoyle, position + new float3((float)(-distance), 0f, (float)(-distance))); SpawnNpcForWar(Prefabs.CHAR_Legion_Gargoyle, position + new float3((float)(-distance), 0f, (float)distance)); } } public static void SpawnForWarLegionSquadGuard(float3 position, int count = 2, float maxRange = 4f) { //IL_001b: 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_0027: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_vampire) { for (int i = 0; i < count; i++) { SpawnNpcForWar(Prefabs.CHAR_Legion_Guardian_DraculaMinion, RandPos(position, 1f, maxRange)); } } } public static void SpawnForWarLegionSquadHunt(float3 position, int count = 3, float maxRange = 5f) { //IL_001e: 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_002b: Unknown result type (might be due to invalid IL or missing references) //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_003c: 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_0051: Unknown result type (might be due to invalid IL or missing references) //IL_0056: Unknown result type (might be due to invalid IL or missing references) //IL_0066: Unknown result type (might be due to invalid IL or missing references) //IL_006b: Unknown result type (might be due to invalid IL or missing references) //IL_007b: Unknown result type (might be due to invalid IL or missing references) //IL_0080: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_vampire) { for (int i = 0; i < count; i++) { float3 val = RandPos(position, 1f, maxRange); SpawnNpcForWar(Prefabs.CHAR_Legion_Assassin, val); SpawnNpcForWar(Prefabs.CHAR_Legion_Vargulf, val + new float3(1f, 0f, 1f)); SpawnNpcForWar(Prefabs.CHAR_Legion_Vargulf, val + new float3(1f, 0f, -1f)); } } } public static void SpawnForWarLegionSquadMinion(float3 position, int count = 10, float maxRange = 6f, bool withDraculin = false) { //IL_001c: Unknown result type (might be due to invalid IL or missing references) //IL_0021: 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) //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_004a: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_vampire) { if (withDraculin) { SpawnNpcForWar(Prefabs.CHAR_Legion_Guardian_DraculaMinion, RandPos(position, 1f, maxRange)); } for (int i = 0; i < count; i++) { SpawnNpcForWar(Prefabs.CHAR_Legion_Shadowkin, RandPos(position, 1f, maxRange)); } } } public static void SpawnForWarLegionSquadVampire(float3 position, int count = 10, float maxRange = 6f, bool onlyBats = false) { //IL_001b: 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_0027: Unknown result type (might be due to invalid IL or missing references) //IL_0031: Unknown result type (might be due to invalid IL or missing references) //IL_0036: Unknown result type (might be due to invalid IL or missing references) //IL_0049: 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_0059: Unknown result type (might be due to invalid IL or missing references) if (!enabled || disable_vampire) { return; } for (int i = 0; i < count; i++) { float3 val = RandPos(position, 1f, maxRange); if (!onlyBats) { SpawnNpcForWar(Prefabs.CHAR_Legion_Assassin, val); } for (int j = 0; j < 6; j++) { SpawnNpcForWar(Prefabs.CHAR_Legion_BatSwarm, RandPos(val, 1f, 3f)); } } } public static void SpawnForWarLegionSquadRandom(float3 position, bool high = true, bool low = true) { //IL_004b: Unknown result type (might be due to invalid IL or missing references) //IL_0050: 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_00b4: Unknown result type (might be due to invalid IL or missing references) //IL_00b9: 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) if (!enabled || disable_vampire) { return; } int num = ((Random)(ref random)).NextInt(0, 5); if (high) { for (int i = 0; i < num; i++) { SpawnNpcForWar(Unit.prefabLegionHigh[((Random)(ref random)).NextInt(0, Unit.prefabLegionHigh.Count)], RandPos(position, 1f, num)); } } if (low) { num = ((Random)(ref random)).NextInt((num == 0) ? 1 : 0, 10); for (int j = 0; j < num; j++) { SpawnNpcForWar(Unit.prefabLegionLow[((Random)(ref random)).NextInt(0, Unit.prefabLegionLow.Count)], RandPos(position, 1f, num)); } } } public static void SpawnForWarLegionVBloodRandom(float3 position) { //IL_001b: 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) if (enabled && !disable_human) { SpawnVBloodForWar(Unit.prefabLegionVBlood.NextRand(), position); } } public static void SpawnForWarLegionVBloodWithDraculaRandom(float3 position) { //IL_001b: 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) if (enabled && !disable_human) { SpawnVBloodForWar(Unit.prefabLegionVBloodWithDracula.NextRand(), position); } } public static void SpawnForWarLegionVBloodWithDraculaTest(float3 position) { //IL_0016: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Unknown result type (might be due to invalid IL or missing references) if (enabled && !disable_human) { SpawnVBloodForWar(Prefabs.CHAR_Vampire_Dracula_VBlood, position); } } public static void SpawnNpcForWar(PrefabGUID prefab, float3 position, float duration = 120f) { //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Unknown result type (might be due to invalid IL or missing references) SpawnService.SpawnUnitWithCallback(prefab, position, 0f, (Action<Entity>)delegate(Entity e) { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_0008: 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_001e: 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) //IL_0026: Unknown result type (might be due to invalid IL or missing references) //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Unknown result type (might be due to invalid IL or missing references) //IL_0042: Unknown result type (might be due to invalid IL or missing references) //IL_0047: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Unknown result type (might be due to invalid IL or missing references) //IL_0051: 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_006c: Unknown result type (might be due to invalid IL or missing references) //IL_006e: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) //IL_0070: Unknown result type (might be due to invalid IL or missing references) float num = 350f; AggroConsumer val = EntityUtil.Read<AggroConsumer>(e); val.MaxDistanceFromPreCombatPosition = num; val.ProximityRadius = num; EntityUtil.Write<AggroConsumer>(e, val); AggroModifiers val2 = EntityUtil.Read<AggroModifiers>(e); val2.CircleRadiusFactor = new ModifiableFloat(num); val2.ConeRadiusFactor = new ModifiableFloat(num); EntityUtil.Write<AggroModifiers>(e, val2); LifeTime val3 = default(LifeTime); val3.Duration = duration; val3.EndAction = (LifeTimeEndAction)1; LifeTime val4 = val3; EntityUtil.Write<LifeTime>(e, val4); }); } public static void SpawnVBloodForWar(PrefabGUID prefab, float3 position, float duration = 300f) { //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Unknown result type (might be due to invalid IL or missing references) SpawnService.SpawnUnitWithCallback(prefab, position, 0f, (Action<Entity>)delegate(Entity e) { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_0008: 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_001e: 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) //IL_0026: Unknown result type (might be due to invalid IL or missing references) //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Unknown result type (might be due to invalid IL or missing references) //IL_0042: Unknown result type (might be due to invalid IL or missing references) //IL_0047: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Unknown result type (might be due to invalid IL or missing references) //IL_0051: 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_006c: Unknown result type (might be due to invalid IL or missing references) //IL_006e: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) //IL_0070: Unknown result type (might be due to invalid IL or missing references) float num = 350f; AggroConsumer val = EntityUtil.Read<AggroConsumer>(e); val.MaxDistanceFromPreCombatPosition = num; val.ProximityRadius = num; EntityUtil.Write<AggroConsumer>(e, val); AggroModifiers val2 = EntityUtil.Read<AggroModifiers>(e); val2.CircleRadiusFactor = new ModifiableFloat(num); val2.ConeRadiusFactor = new ModifiableFloat(num); EntityUtil.Write<AggroModifiers>(e, val2); LifeTime val3 = default(LifeTime); val3.Duration = duration; val3.EndAction = (LifeTimeEndAction)2; LifeTime val4 = val3; EntityUtil.Write<LifeTime>(e, val4); }); } public static float3 RandPos(float3 basePosition, float minRange, float maxRange) { //IL_0044: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0051: Unknown result type (might be due to invalid IL or missing references) //IL_0056: 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) float num = ((Random)(ref random)).NextFloat(0f, math.PI * 2f); float num2 = math.sqrt(((Random)(ref random)).NextFloat(minRange * minRange, maxRange * maxRange)); float num3 = num2 * math.cos(num); float num4 = num2 * math.sin(num); return basePosition + new float3(num3, 0f, num4); } } internal static class Unit { public class VBlood { private List<PrefabGUID> pool = new List<PrefabGUID>(); private List<PrefabGUID> poped = new List<PrefabGUID>(); public VBlood(List<PrefabGUID> vBlood) { pool = vBlood; } public VBlood(params VBlood[] vBloods) { foreach (VBlood vBlood in vBloods) { pool = pool.Concat(vBlood.pool).ToList(); } } public void Add(PrefabGUID vBlood) { //IL_0007: Unknown result type (might be due to invalid IL or missing references) pool.Add(vBlood); } public void Add(List<PrefabGUID> vBlood) { pool.Concat(vBlood).ToList(); } public PrefabGUID NextRand() { //IL_004a: 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_0056: Unknown result type (might be due to invalid IL or missing references) //IL_0063: 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_006b: Unknown result type (might be due to invalid IL or missing references) //IL_006e: Unknown result type (might be due to invalid IL or missing references) if (pool.Count == 0) { pool = poped; poped = new List<PrefabGUID>(); } int index = ((Random)(ref Core.random)).NextInt(0, pool.Count); PrefabGUID val = pool[index]; poped.Add(val); pool.Remove(val); return val; } } public static List<PrefabGUID> prefabCoL = new List<PrefabGUID> { Prefabs.CHAR_ChurchOfLight_Paladin, Prefabs.CHAR_ChurchOfLight_Knight_2H, Prefabs.CHAR_ChurchOfLight_Cleric, Prefabs.CHAR_ChurchOfLight_Knight_Shield, Prefabs.CHAR_ChurchOfLight_Lightweaver, Prefabs.CHAR_ChurchOfLight_Footman, Prefabs.CHAR_ChurchOfLight_Rifleman, Prefabs.CHAR_ChurchOfLight_Priest, Prefabs.CHAR_ChurchOfLight_Archer }; public static List<PrefabGUID> prefabCoLHigh = new List<PrefabGUID> { Prefabs.CHAR_ChurchOfLight_Paladin, Prefabs.CHAR_ChurchOfLight_Knight_2H, Prefabs.CHAR_ChurchOfLight_Knight_Shield, Prefabs.CHAR_ChurchOfLight_Lightweaver, Prefabs.CHAR_ChurchOfLight_Priest, Prefabs.CHAR_ChurchOfLight_Cleric }; public static List<PrefabGUID> prefabCoLLow = new List<PrefabGUID> { Prefabs.CHAR_ChurchOfLight_Footman, Prefabs.CHAR_ChurchOfLight_Rifleman, Prefabs.CHAR_ChurchOfLight_Archer }; public static List<PrefabGUID> prefabMilitia = new List<PrefabGUID> { Prefabs.CHAR_Militia_Bomber, Prefabs.CHAR_Militia_Crossbow, Prefabs.CHAR_Militia_Devoted, Prefabs.CHAR_Militia_Guard, Prefabs.CHAR_Militia_Heavy, Prefabs.CHAR_Militia_Horseman, Prefabs.CHAR_Militia_Hound, Prefabs.CHAR_Militia_Light, Prefabs.CHAR_Militia_Nun, Prefabs.CHAR_Militia_Rider, Prefabs.CHAR_Militia_Torchbearer, Prefabs.CHAR_ChurchOfLight_Archer }; public static List<PrefabGUID> prefabLegion = new List<PrefabGUID> { Prefabs.CHAR_Legion_Guardian_DraculaMinion, Prefabs.CHAR_Legion_Assassin, Prefabs.CHAR_Legion_BloodProphet, Prefabs.CHAR_Legion_Dreadhorn, Prefabs.CHAR_Legion_Gargoyle, Prefabs.CHAR_Legion_NightMaiden, Prefabs.CHAR_Legion_NightMaiden_Lesser, Prefabs.CHAR_Legion_Nightmare, Prefabs.CHAR_Legion_Vargulf, Prefabs.CHAR_Legion_Shadowkin, Prefabs.CHAR_Legion_BatSwarm }; public static List<PrefabGUID> prefabLegionHigh = new List<PrefabGUID> { Prefabs.CHAR_Legion_Guardian_DraculaMinion, Prefabs.CHAR_Legion_Assassin, Prefabs.CHAR_Legion_BloodProphet, Prefabs.CHAR_Legion_Dreadhorn, Prefabs.CHAR_Legion_Gargoyle, Prefabs.CHAR_Legion_NightMaiden, Prefabs.CHAR_Legion_Nightmare, Prefabs.CHAR_Legion_Vargulf }; public static List<PrefabGUID> prefabLegionLow = new List<PrefabGUID> { Prefabs.CHAR_Legion_Shadowkin, Prefabs.CHAR_Legion_BatSwarm }; public static VBlood prefabLegionVBlood = new VBlood(new List<PrefabGUID> { Prefabs.CHAR_BatVampire_VBlood, Prefabs.CHAR_Vampire_BloodKnight_VBlood, Prefabs.CHAR_Vampire_HighLord_VBlood, Prefabs.CHAR_Vampire_IceRanger_VBlood }); public static VBlood prefabLegionVBloodWithDracula = new VBlood(prefabLegionVBlood, new VBlood(new List<PrefabGUID> { Prefabs.CHAR_Vampire_Dracula_VBlood })); public static VBlood prefabCoLVBlood = new VBlood(new List<PrefabGUID> { Prefabs.CHAR_ChurchOfLight_Cardinal_VBlood, Prefabs.CHAR_ChurchOfLight_Overseer_VBlood }); public static VBlood prefabMilitiaVBlood = new VBlood(new List<PrefabGUID> { Prefabs.CHAR_Militia_BishopOfDunley_VBlood, Prefabs.CHAR_Militia_Fabian_VBlood, Prefabs.CHAR_Militia_Guard_VBlood, Prefabs.CHAR_Militia_Leader_VBlood, Prefabs.CHAR_Militia_Longbowman_LightArrow_Vblood, Prefabs.CHAR_Militia_Nun_VBlood }); public static VBlood prefabHunterVBlood = new VBlood(new List<PrefabGUID> { Prefabs.CHAR_VHunter_Jade_VBlood, Prefabs.CHAR_VHunter_Leader_VBlood, Prefabs.CHAR_VHunter_CastleMan }); public static VBlood prefabAllianceVBlood = new VBlood(prefabCoLVBlood, prefabMilitiaVBlood, prefabHunterVBlood); } } namespace TideOfWar.SpawnForWar.Battlefield { internal static class BattlefieldDraculaCourtyardSouthWest { public static bool mute = false; public static bool enabled = true; public static bool disable_human = false; public static bool disable_vampire = false; private static float3 battlefieldCenter = new float3(-369f, 0f, -620f); private static float3 humanBaseCenter = new float3(-421f, 0f, -624f) + new float3(50f, 0f, 0f); private static float3 vampireBaseCenter = new float3(-313f, 0f, -619f) + new float3(-50f, 0f, 0f); public static void StopWar() { enabled = false; } public static void ResumeWar() { enabled = true; } public static void ToggleHuman() { disable_human = !disable_human; } public static void ToggleVampire() { disable_vampire = !disable_vampire; } public static void ToggleMute() { mute = !mute; } public static void StartWar() { //IL_001c: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_0040: Unknown result type (might be due to invalid IL or missing references) if (enabled) { if (!disable_human) { Core.SpawnForWarCoL(humanBaseCenter); } if (!disable_vampire) { Core.SpawnForWarLegion(vampireBaseCenter); Core.SpawnForWarLegionSquadGuard(battlefieldCenter, 1); } } } public static void SupplyWar() { //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0017: 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) //IL_001d: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Expected O, but got Unknown //IL_0104: Unknown result type (might be due to invalid IL or missing references) //IL_010b: Expected O, but got Unknown //IL_0085: Unknown result type (might be due to invalid IL or missing references) //IL_013d: 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_016c: 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_015f: Unknown result type (might be due to invalid IL or missing references) //IL_0176: Unknown result type (might be due to invalid IL or missing references) //IL_00cd: 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_00c0: Unknown result type (might be due to invalid IL or missing references) if (!enabled) { return; } float3 position = humanBaseCenter; float3 position2 = vampireBaseCenter; int num = 0; bool flag = default(bool); if (!disable_human) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(18, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Human force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance.LogDebug(val); if (num <= 3) { Core.SpawnForWarCoLVBloodRandom(position); } else if (num <= 10) { Core.SpawnForWarHunterVBloodRandom(position); } else if (num <= 35) { Core.SpawnForWarCoLSquadRandom(position, high: true, low: false); Core.SpawnForWarCoLSquadRandom(position, high: true, low: false); } else { Core.SpawnForWarCoLSquadRandom(position, high: true, low: false); } } if (!disable_vampire) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance2 = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(20, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Vampire force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance2.LogDebug(val); if (num <= 3) { Core.SpawnForWarLegionVBloodWithDraculaRandom(position); } else if (num <= 30) { Core.SpawnForWarLegionSquadRandom(position2, high: true, low: false); Core.SpawnForWarLegionSquadRandom(position2, high: true, low: false); } else { Core.SpawnForWarLegionSquadRandom(position2, high: true, low: false); } Core.SpawnForWarLegionSquadGuard(battlefieldCenter); } } } internal static class BattlefieldDraculaCourtyardNorthWest { public static bool mute = false; public static bool enabled = true; public static bool disable_human = false; public static bool disable_vampire = false; private static float3 battlefieldCenter = new float3(-366f, 0f, -550f); private static float3 humanBaseCenter = new float3(-414f, 0f, -548f) + new float3(25f, 0f, 0f); private static float3 vampireBaseCenter = new float3(-326f, 0f, -550f) + new float3(-25f, 0f, 0f); public static void StopWar() { enabled = false; } public static void ResumeWar() { enabled = true; } public static void ToggleHuman() { disable_human = !disable_human; } public static void ToggleVampire() { disable_vampire = !disable_vampire; } public static void ToggleMute() { mute = !mute; } public static void StartWar() { //IL_000f: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Unknown result type (might be due to invalid IL or missing references) //IL_0015: 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_0028: Unknown result type (might be due to invalid IL or missing references) //IL_002f: Unknown result type (might be due to invalid IL or missing references) //IL_0046: Unknown result type (might be due to invalid IL or missing references) if (enabled) { float3 position = humanBaseCenter; float3 position2 = vampireBaseCenter; if (!disable_human) { Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); } if (!disable_vampire) { Core.SpawnForWarLegionSquadGuard(position2, 4, ((Random)(ref Core.random)).NextInt(0, 8)); } } } public static void SupplyWar() { //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0017: 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) //IL_001d: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Expected O, but got Unknown //IL_00f3: Unknown result type (might be due to invalid IL or missing references) //IL_00fa: Expected O, but got Unknown //IL_0085: Unknown result type (might be due to invalid IL or missing references) //IL_012c: 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_00be: 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_00a5: Unknown result type (might be due to invalid IL or missing references) //IL_00ac: 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_018e: Unknown result type (might be due to invalid IL or missing references) //IL_016a: Unknown result type (might be due to invalid IL or missing references) if (!enabled) { return; } float3 position = humanBaseCenter; float3 position2 = vampireBaseCenter; int num = 0; bool flag = default(bool); if (!disable_human) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(18, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Human force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance.LogDebug(val); if (num <= 3) { Core.SpawnForWarCoLVBloodRandom(position); } else if (num <= 30) { Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); } else { Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); } } if (!disable_vampire) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance2 = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(20, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Vampire force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance2.LogDebug(val); if (num <= 3) { Core.SpawnForWarLegionVBloodRandom(position); } else if (num <= 20) { Core.SpawnForWarLegionSquadDefense(position2, ((Random)(ref Core.random)).NextInt(1, 2)); } else if (num <= 30) { Core.SpawnForWarLegionSquadHunt(position2, ((Random)(ref Core.random)).NextInt(1, 3), ((Random)(ref Core.random)).NextInt(0, 6)); } else { Core.SpawnForWarLegionSquadGuard(position2, ((Random)(ref Core.random)).NextInt(2, 5), ((Random)(ref Core.random)).NextInt(0, 6)); } } } } internal static class BattlefieldDraculaCourtyardNorth { public static bool mute = false; public static bool enabled = true; public static bool disable_human = false; public static bool disable_vampire = false; private static float3 battlefieldCenter = new float3(-330f, 0f, -496f); private static float3 humanBaseCenter = new float3(-342f, 0f, -455f) + new float3(15f, 0f, -25f); private static float3 vampireBaseCenter = new float3(-326f, 0f, -550f) + new float3(0f, 0f, 35f); public static void StopWar() { enabled = false; } public static void ResumeWar() { enabled = true; } public static void ToggleHuman() { disable_human = !disable_human; } public static void ToggleVampire() { disable_vampire = !disable_vampire; } public static void ToggleMute() { mute = !mute; } public static void StartWar() { //IL_000f: Unknown result type (might be due to invalid IL or missing references) //IL_0014: Unknown result type (might be due to invalid IL or missing references) //IL_0015: 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_0028: Unknown result type (might be due to invalid IL or missing references) //IL_002f: Unknown result type (might be due to invalid IL or missing references) //IL_0046: Unknown result type (might be due to invalid IL or missing references) //IL_0068: Unknown result type (might be due to invalid IL or missing references) if (enabled) { float3 position = humanBaseCenter; float3 position2 = vampireBaseCenter; if (!disable_human) { Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); } if (!disable_vampire) { Core.SpawnForWarLegionSquadMinion(position2, ((Random)(ref Core.random)).NextInt(1, 11), ((Random)(ref Core.random)).NextInt(0, 7)); Core.SpawnForWarLegionSquadVampire(position2, ((Random)(ref Core.random)).NextInt(1, 11), ((Random)(ref Core.random)).NextInt(0, 7), onlyBats: true); } } } public static void SupplyWar() { //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0017: 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) //IL_001d: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Expected O, but got Unknown //IL_0101: Unknown result type (might be due to invalid IL or missing references) //IL_0108: Expected O, but got Unknown //IL_0085: Unknown result type (might be due to invalid IL or missing references) //IL_013a: Unknown result type (might be due to invalid IL or missing references) //IL_00be: Unknown result type (might be due to invalid IL or missing references) //IL_00c5: Unknown result type (might be due to invalid IL or missing references) //IL_00cc: 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_00a5: Unknown result type (might be due to invalid IL or missing references) //IL_00ac: Unknown result type (might be due to invalid IL or missing references) //IL_00b3: 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_0178: Unknown result type (might be due to invalid IL or missing references) //IL_01d2: 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) if (!enabled) { return; } float3 position = humanBaseCenter; float3 position2 = vampireBaseCenter; int num = 0; bool flag = default(bool); if (!disable_human) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(18, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Human force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance.LogDebug(val); if (num <= 3) { Core.SpawnForWarCoLVBloodRandom(position); } else if (num <= 30) { Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); } else { Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); Core.SpawnForWarCoLSquadSolider(position); } } if (!disable_vampire) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance2 = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(20, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Vampire force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance2.LogDebug(val); if (num <= 3) { Core.SpawnForWarLegionVBloodRandom(position); } else if (num <= 30) { Core.SpawnForWarLegionSquadMinion(position2, ((Random)(ref Core.random)).NextInt(1, 21), ((Random)(ref Core.random)).NextInt(0, 7)); Core.SpawnForWarLegionSquadVampire(position2, ((Random)(ref Core.random)).NextInt(1, 21), ((Random)(ref Core.random)).NextInt(0, 7), onlyBats: true); } else if (num <= 65) { Core.SpawnForWarLegionSquadMinion(position2, ((Random)(ref Core.random)).NextInt(1, 21), ((Random)(ref Core.random)).NextInt(0, 7)); } else { Core.SpawnForWarLegionSquadVampire(position2, ((Random)(ref Core.random)).NextInt(1, 21), ((Random)(ref Core.random)).NextInt(0, 7), onlyBats: true); } } } } internal static class BattlefieldDraculaGardenWest { public static bool mute = false; public static bool enabled = true; public static bool disable_human = false; public static bool disable_vampire = false; private static float3 battlefieldCenter = new float3(-398f, 0f, -690f); private static float3 humanBaseCenter = new float3(-438f, 0f, -689f); private static float3 vampireBaseCenter = new float3(-361f, 0f, -690f); public static void StopWar() { enabled = false; } public static void ResumeWar() { enabled = true; } public static void ToggleHuman() { disable_human = !disable_human; } public static void ToggleVampire() { disable_vampire = !disable_vampire; } public static void ToggleMute() { mute = !mute; } public static void StartWar() { //IL_001c: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Unknown result type (might be due to invalid IL or missing references) if (enabled) { if (!disable_human) { Core.SpawnForWarCoL(humanBaseCenter); } if (!disable_vampire) { Core.SpawnForWarLegion(vampireBaseCenter); } } } public static void SupplyWar() { //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0017: 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) //IL_001d: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Expected O, but got Unknown //IL_0119: Unknown result type (might be due to invalid IL or missing references) //IL_0120: Expected O, but got Unknown //IL_0085: Unknown result type (might be due to invalid IL or missing references) //IL_0152: 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_016e: Unknown result type (might be due to invalid IL or missing references) //IL_00b9: Unknown result type (might be due to invalid IL or missing references) //IL_00c0: Unknown result type (might be due to invalid IL or missing references) //IL_018a: Unknown result type (might be due to invalid IL or missing references) //IL_00e4: Unknown result type (might be due to invalid IL or missing references) //IL_00d9: Unknown result type (might be due to invalid IL or missing references) //IL_01bf: Unknown result type (might be due to invalid IL or missing references) //IL_01f4: Unknown result type (might be due to invalid IL or missing references) //IL_0229: Unknown result type (might be due to invalid IL or missing references) //IL_0251: Unknown result type (might be due to invalid IL or missing references) //IL_0286: Unknown result type (might be due to invalid IL or missing references) //IL_02bb: 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_0349: Unknown result type (might be due to invalid IL or missing references) //IL_0323: Unknown result type (might be due to invalid IL or missing references) if (!enabled) { return; } float3 position = humanBaseCenter; float3 position2 = vampireBaseCenter; int num = 0; bool flag = default(bool); if (!disable_human) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(18, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Human force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance.LogDebug(val); if (num <= 3) { Core.SpawnForWarMilitiaVBloodRandom(position); } else if (num <= 10) { Core.SpawnForWarCoLSquadRandom(position); } else if (num <= 20) { Core.SpawnForWarMilitiaSquadRandom(position); Core.SpawnForWarCoLSquadSolider(position); } else if (num <= 60) { Core.SpawnForWarCoLSquadSolider(position); } else { Core.SpawnForWarMilitiaSquadRandom(position); } } if (!disable_vampire) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance2 = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(20, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Vampire force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance2.LogDebug(val); if (num <= 3) { Core.SpawnForWarLegionVBloodRandom(position); } else if (num <= 10) { Core.SpawnForWarLegionSquad(position2); } else if (num <= 15) { Core.SpawnForWarLegionSquadTank(position2, ((Random)(ref Core.random)).NextInt(1, 5), ((Random)(ref Core.random)).NextInt(0, 8)); } else if (num <= 25) { Core.SpawnForWarLegionSquadPriest(position2, ((Random)(ref Core.random)).NextInt(1, 4), ((Random)(ref Core.random)).NextInt(0, 6)); } else if (num <= 40) { Core.SpawnForWarLegionSquadSuccubus(position2, ((Random)(ref Core.random)).NextInt(1, 6), ((Random)(ref Core.random)).NextInt(0, 6)); } else if (num <= 50) { Core.SpawnForWarLegionSquadDefense(position2, ((Random)(ref Core.random)).NextInt(1, 3)); } else if (num <= 55) { Core.SpawnForWarLegionSquadHunt(position2, ((Random)(ref Core.random)).NextInt(1, 3), ((Random)(ref Core.random)).NextInt(0, 6)); } else if (num <= 65) { Core.SpawnForWarLegionSquadGuard(position2, ((Random)(ref Core.random)).NextInt(2, 5), ((Random)(ref Core.random)).NextInt(0, 6)); } else if (num <= 73) { Core.SpawnForWarLegionSquadMinion(position2, ((Random)(ref Core.random)).NextInt(1, 11), ((Random)(ref Core.random)).NextInt(0, 7)); } else if (num <= 75) { Core.SpawnForWarLegionSquadMinion(position2, ((Random)(ref Core.random)).NextInt(1, 11), ((Random)(ref Core.random)).NextInt(0, 7), withDraculin: true); } else if (num <= 85) { Core.SpawnForWarLegionSquadVampire(position2, ((Random)(ref Core.random)).NextInt(1, 11), ((Random)(ref Core.random)).NextInt(0, 7)); } else { Core.SpawnForWarLegionSquadRandom(position2); } } } } internal static class BattlefieldDunleyMortiumMiddle { public static bool mute = false; public static bool enabled = true; public static bool disable_human = false; public static bool disable_vampire = false; private static float3 battlefieldCenter = new float3(-800f, 0f, -600f); private static float3 humanBaseCenter = new float3(-875f, 0f, -615f); private static float3 vampireBaseCenter = new float3(-810f, 0f, -620f); public static void StopWar() { enabled = false; } public static void ResumeWar() { enabled = true; } public static void ToggleHuman() { disable_human = !disable_human; } public static void ToggleVampire() { disable_vampire = !disable_vampire; } public static void ToggleMute() { mute = !mute; } public static void StartWar() { //IL_001c: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Unknown result type (might be due to invalid IL or missing references) if (enabled) { if (!disable_human) { Core.SpawnForWarCoL(humanBaseCenter); } if (!disable_vampire) { Core.SpawnForWarLegion(vampireBaseCenter); } } } public static void SupplyWar() { //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0017: 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) //IL_001d: Unknown result type (might be due to invalid IL or missing references) //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Expected O, but got Unknown //IL_0110: Unknown result type (might be due to invalid IL or missing references) //IL_0117: Expected O, but got Unknown //IL_0082: Unknown result type (might be due to invalid IL or missing references) //IL_0146: 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_0162: Unknown result type (might be due to invalid IL or missing references) //IL_00b5: Unknown result type (might be due to invalid IL or missing references) //IL_0197: Unknown result type (might be due to invalid IL or missing references) //IL_00db: Unknown result type (might be due to invalid IL or missing references) //IL_00d0: Unknown result type (might be due to invalid IL or missing references) //IL_01cc: Unknown result type (might be due to invalid IL or missing references) //IL_0201: Unknown result type (might be due to invalid IL or missing references) //IL_0229: Unknown result type (might be due to invalid IL or missing references) //IL_025e: Unknown result type (might be due to invalid IL or missing references) //IL_0292: Unknown result type (might be due to invalid IL or missing references) //IL_02ec: Unknown result type (might be due to invalid IL or missing references) //IL_02c6: Unknown result type (might be due to invalid IL or missing references) if (!enabled) { return; } float3 position = humanBaseCenter; float3 position2 = vampireBaseCenter; int num = 0; bool flag = default(bool); if (!disable_human) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(18, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Human force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance.LogDebug(val); if (num == 0) { Core.SpawnForWarCoLSquad(position, withPaladin: true); } else if (num <= 2) { Core.SpawnForWarCoLSquad(position); } else if (num <= 50) { Core.SpawnForWarCoLSquadRandom(position); } else if (num <= 70) { Core.SpawnForWarMilitiaSquadRandom(position); } else { Core.SpawnForWarCoLSquadSolider(position); } } if (!disable_vampire) { num = ((Random)(ref Core.random)).NextInt(0, 100); ManualLogSource logInstance2 = Plugin.LogInstance; BepInExDebugLogInterpolatedStringHandler val = new BepInExDebugLogInterpolatedStringHandler(20, 1, ref flag); if (flag) { ((BepInExLogInterpolatedStringHandler)val).AppendLiteral("Vampire force rand: "); ((BepInExLogInterpolatedStringHandler)val).AppendFormatted<int>(num); } logInstance2.LogDebug(val); if (num == 0) { Core.SpawnForWarLegionSquad(position2); } else if (num <= 10) { Core.SpawnForWarLegionSquadTank(position2, ((Random)(ref Core.random)).NextInt(1, 6), ((Random)(ref Core.random)).NextInt(0, 8)); } else if (num <= 20) { Core.SpawnForWarLegionSquadPriest(position2, ((Random)(ref Core.random)).NextInt(1, 4), ((Random)(ref Core.random)).NextInt(0, 6)); } else if (num <= 30) { Core.SpawnForWarLegionSquadSuccubus(position2, ((Random)(ref Core.random)).NextInt(1, 4), ((Random)(ref Core.random)).NextInt(0, 6)); } else if (num <= 40) { Core.SpawnForWarLegionSquadDefense(position2, ((Random)(ref Core.random)).NextInt(1, 3)); } else if (num <= 50) { Core.SpawnForWarLegionSquadHunt(position2, ((Random)(ref Core.random)).NextInt(1, 4), ((Random)(ref Core.random)).NextInt(0, 6)); } else if (num <= 58) { Core.SpawnForWarLegionSquadMinion(position2, ((Random)(ref Core.random)).NextInt(1, 11), ((Random)(ref Core.random)).NextInt(0, 7)); } else if (num <= 60) { Core.SpawnForWarLegionSquadMinion(position2, ((Random)(ref Core.random)).NextInt(1, 11), ((Random)(ref Core.random)).NextInt(0, 7), withDraculin: true); } else if (num <= 70) { Core.SpawnForWarLegionSquadVampire(position2, ((Random)(ref Core.random)).NextInt(1, 11), ((Random)(ref Core.random)).NextInt(0, 7)); } else { Core.SpawnForWarLegionSquadRandom(position2); } } } } } namespace TideOfWar.Commands { internal class UnitSpawnCommand { [CommandGroup("tideofwartest", "towt")] public class TestCommand { [Command("churchoflight", "c", "churchoflight <x> <z>", "Spawns boss at specified position.", null, true)] public static void CustomSpawnNpcTestCoL(ChatCommandContext ctx, float x, float z) { //IL_006a: Unknown result type (might be due to invalid IL or missing references) ctx.Reply($"{Format.Color("[debug]", Color.Red)} TideOfWar spawn test input: {x} {z}"); float3 position = default(float3); ((float3)(ref position))..ctor(x, 0f, z); Core.SpawnForWarCoLVBloodRandom(position); } [Command("militia", "m", "militia <x> <z>", "Spawns boss at specified position.", null, true)] public static void CustomSpawnNpcTestMilitia(ChatCommandContext ctx, float x, float z) { //IL_006a: Unknown result type (might be due to invalid IL or missing references) ctx.Reply($"{Format.Color("[debug]", Color.Red)} TideOfWar spawn test input: {x} {z}"); float3 position = default(float3); ((float3)(ref position))..ctor(x, 0f, z); Core.SpawnForWarMilitiaVBloodRandom(position); } [Command("hunter", "h", "hunter <x> <z>", "Spawns boss at specified position.", null, true)] public static void CustomSpawnNpcTestHunter(ChatCommandContext ctx, float x, float z) { //IL_006a: Unknown result type (might be due to invalid IL or missing references) ctx.Reply($"{Format.Color("[debug]", Color.Red)} TideOfWar spawn test input: {x} {z}"); float3 position = default(float3); ((float3)(ref position))..ctor(x, 0f, z); Core.SpawnForWarHunterVBloodRandom(position); } [Command("legion", "l", "legion <x> <z>", "Spawns boss at specified position.", null, true)] public static void CustomSpawnNpcTestLegion(ChatCommandContext ctx, float x, float z) { //IL_006a: Unknown result type (might be due to invalid IL or missing references) ctx.Reply($"{Format.Color("[debug]", Color.Red)} TideOfWar spawn test input: {x} {z}"); float3 position = default(float3); ((float3)(ref position))..ctor(x, 0f, z); Core.SpawnForWarLegionVBloodRandom(position); } [Command("dracula", "d", "dracula <x> <z>", "Spawns boss at specified position.", null, true)] public static void CustomSpawnNpcTestDracula(ChatCommandContext ctx, float x, float z) { //IL_006a: Unknown result type (might be due to invalid IL or missing references) ctx.Reply($"{Format.Color("[debug]", Color.Red)} TideOfWar spawn test input: {x} {z}"); float3 position = default(float3); ((float3)(ref position))..ctor(x, 0f, z); Core.SpawnForWarLegionVBloodWithDraculaTest(position); } [Command("withdracula", "dd", "withdracula <x> <z>", "Spawns boss at specified position.", null, true)] public static void CustomSpawnNpcTestWithDracula(ChatCommandContext ctx, float x, float z) { //IL_006a: Unknown result type (might be due to invalid IL or missing references) ctx.Reply($"{Format.Color("[debug]", Color.Red)} TideOfWar spawn test input: {x} {z}"); float3 position = default(float3); ((float3)(ref position))..ctor(x, 0f, z); Core.SpawnForWarLegionVBloodWithDraculaRandom(position); } [Command("alliance", "a", "alliance <x> <z>", "Spawns boss at specified position.", null, true)] public static void CustomSpawnNpcTestAlliance(ChatCommandContext ctx, float x, float z) { //IL_006a: Unknown result type (might be due to invalid IL or missing references) ctx.Reply($"{Format.Color("[debug]", Color.Red)} TideOfWar spawn test input: {x} {z}"); float3 position = default(float3); ((float3)(ref position))..ctor(x, 0f, z); Core.SpawnForWarAllianceVBloodRandom(position); } } [CommandGroup("warhuman", "warh")] public class HumanForceEnableCommand { [Command("all", null, "all", "Enable/Disable human force to join the war, re-enter to toggle", null, true)] public static void ToggleHumanForceAll(ChatCommandContext ctx) { Core.ToggleHuman(); string text = (Core.disable_human ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Human force is now " + text + "!"); } [Command("dunleymortiummiddle", "dmm", "dunleymortiummiddle", "Enable/Disable human force to join the war, re-enter to toggle", null, true)] public static void ToggleHumanForceDunleyMortium(ChatCommandContext ctx) { BattlefieldDunleyMortiumMiddle.ToggleHuman(); string text = (BattlefieldDunleyMortiumMiddle.disable_human ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Human force is now " + text + "!"); } [Command("draculacourtyardsouthwest", "dcsw", "draculacourtyardsouthwest", "Enable/Disable human force to join the war, re-enter to toggle", null, true)] public static void ToggleHumanForceDraculaCourtyardSouthWest(ChatCommandContext ctx) { BattlefieldDraculaCourtyardSouthWest.ToggleHuman(); string text = (BattlefieldDraculaCourtyardSouthWest.disable_human ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Human force is now " + text + "!"); } [Command("draculacourtyardnorthwest", "dcnw", "draculacourtyardnorthwest", "Enable/Disable human force to join the war, re-enter to toggle", null, true)] public static void ToggleHumanForceDraculaCourtyardNorthWest(ChatCommandContext ctx) { BattlefieldDraculaCourtyardNorthWest.ToggleHuman(); string text = (BattlefieldDraculaCourtyardNorthWest.disable_human ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Human force is now " + text + "!"); } [Command("draculacourtyardnorth", "dcn", "draculacourtyardnorthwest", "Enable/Disable human force to join the war, re-enter to toggle", null, true)] public static void ToggleHumanForceDraculaCourtyardNorth(ChatCommandContext ctx) { BattlefieldDraculaCourtyardNorth.ToggleHuman(); string text = (BattlefieldDraculaCourtyardNorth.disable_human ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Human force is now " + text + "!"); } [Command("draculagardenwest", "dgw", "draculagardenwest", "Enable/Disable human force to join the war, re-enter to toggle", null, true)] public static void ToggleHumanForceDraculaGardenWest(ChatCommandContext ctx) { BattlefieldDraculaGardenWest.ToggleHuman(); string text = (BattlefieldDraculaGardenWest.disable_human ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Human force is now " + text + "!"); } } [CommandGroup("warvampire", "warv")] public class VampireForceEnableCommand { [Command("all", null, "all", "Enable/Disable vampire force to join the war, re-enter to toggle", null, true)] public static void ToggleVampireForceAll(ChatCommandContext ctx) { Core.ToggleVampire(); string text = (Core.disable_vampire ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Vampire force is now " + text + "!"); } [Command("dunleymortiummiddle", "dmm", "dunleymortiummiddle", "Enable/Disable vampire force to join the war, re-enter to toggle", null, true)] public static void ToggleVampireForceDunleyMortium(ChatCommandContext ctx) { BattlefieldDunleyMortiumMiddle.ToggleVampire(); string text = (BattlefieldDunleyMortiumMiddle.disable_vampire ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Vampire force is now " + text + "!"); } [Command("draculacourtyardsouthwest", "dcsw", "draculacourtyardsouthwest", "Enable/Disable vampire force to join the war, re-enter to toggle", null, true)] public static void ToggleVampireForceDraculaCourtyardSouthWest(ChatCommandContext ctx) { BattlefieldDraculaCourtyardSouthWest.ToggleVampire(); string text = (BattlefieldDraculaCourtyardSouthWest.disable_vampire ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Vampire force is now " + text + "!"); } [Command("draculacourtyardnorthwest", "dcnw", "draculacourtyardnorthwest", "Enable/Disable vampire force to join the war, re-enter to toggle", null, true)] public static void ToggleVampireForceDraculaCourtyardNorthWest(ChatCommandContext ctx) { BattlefieldDraculaCourtyardNorthWest.ToggleVampire(); string text = (BattlefieldDraculaCourtyardNorthWest.disable_vampire ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Vampire force is now " + text + "!"); } [Command("draculacourtyardnorth", "dcn", "draculacourtyardnorthwest", "Enable/Disable vampire force to join the war, re-enter to toggle", null, true)] public static void ToggleVampireForceDraculaCourtyardNorth(ChatCommandContext ctx) { BattlefieldDraculaCourtyardNorth.ToggleVampire(); string text = (BattlefieldDraculaCourtyardNorth.disable_vampire ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Vampire force is now " + text + "!"); } [Command("draculagardenwest", "dgw", "draculagardenwest", "Enable/Disable vampire force to join the war, re-enter to toggle", null, true)] public static void ToggleVampireForceDraculaGardenWest(ChatCommandContext ctx) { BattlefieldDraculaGardenWest.ToggleVampire(); string text = (BattlefieldDraculaGardenWest.disable_vampire ? "disabled" : "enabled"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Vampire force is now " + text + "!"); } } [CommandGroup("warmute", "warm")] public class MuteCommand { [Command("all", null, "all", "Mute repetitive message from Tide of War MOD, re-enter to toggle", null, true)] public static void MuteAll(ChatCommandContext ctx) { Core.ToggleMute(); string text = (Core.mute ? "mute" : "unmute"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Repetitive message is now " + text + "!"); } [Command("dunleymortiummiddle", "dmm", "dunleymortiummiddle", "Mute repetitive message for this battlefield, re-enter to toggle", null, true)] public static void MuteDunleyMortium(ChatCommandContext ctx) { BattlefieldDunleyMortiumMiddle.ToggleMute(); string text = (BattlefieldDunleyMortiumMiddle.mute ? "mute" : "unmute"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Repetitive message is now " + text + "!"); } [Command("draculacourtyardsouthwest", "dcsw", "draculacourtyardsouthwest", "Mute repetitive message for this battlefield, re-enter to toggle", null, true)] public static void MuteDraculaCourtyardSouthWest(ChatCommandContext ctx) { BattlefieldDraculaCourtyardSouthWest.ToggleMute(); string text = (BattlefieldDraculaCourtyardSouthWest.mute ? "mute" : "unmute"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Repetitive message is now " + text + "!"); } [Command("draculacourtyardnorthwest", "dcnw", "draculacourtyardnorthwest", "Mute repetitive message for this battlefield, re-enter to toggle", null, true)] public static void MuteDraculaCourtyardNorthWest(ChatCommandContext ctx) { BattlefieldDraculaCourtyardNorthWest.ToggleMute(); string text = (BattlefieldDraculaCourtyardNorthWest.mute ? "mute" : "unmute"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Repetitive message is now " + text + "!"); } [Command("draculacourtyardnorth", "dcn", "draculacourtyardnorthwest", "Mute repetitive message for this battlefield, re-enter to toggle", null, true)] public static void MuteDraculaCourtyardNorth(ChatCommandContext ctx) { BattlefieldDraculaCourtyardNorth.ToggleMute(); string text = (BattlefieldDraculaCourtyardNorth.mute ? "mute" : "unmute"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Repetitive message is now " + text + "!"); } [Command("draculagardenwest", "dgw", "draculagardenwest", "Mute repetitive message for this battlefield, re-enter to toggle", null, true)] public static void MuteDraculaGardenWest(ChatCommandContext ctx) { BattlefieldDraculaGardenWest.ToggleMute(); string text = (BattlefieldDraculaGardenWest.mute ? "mute" : "unmute"); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " Repetitive message is now " + text + "!"); } } [CommandGroup("warstop", null)] public class StopWarCommand { [Command("all", null, "all", "Stop new mobs from spawning for all wars", null, true)] public static void StopWarAll(ChatCommandContext ctx) { Core.StopWar(); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " All wars are stopped, new mobs will not spawn"); } [Command("dunleymortiummiddle", "dmm", "dunleymortiummiddle", "Stop new mobs from spawning for all wars", null, true)] public static void StopWarDunleyMortium(ChatCommandContext ctx) { BattlefieldDunleyMortiumMiddle.StopWar(); ctx.Reply(Format.Color("[TideOfWar]", Color.Red) + " War at " + battlefieldDunleyMortiumMiddle + " is stopped, new mobs will not spawn"); } [Command("