using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Reflection.Emit;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using CrystalLib;
using HarmonyLib;
using UnityEngine;
using UnityEngine.InputSystem;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("Underwater")]
[assembly: AssemblyDescription("Underwater")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Crystal")]
[assembly: AssemblyProduct("Underwater")]
[assembly: AssemblyCopyright("Copyright © 2023 Crystal Ferrai")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("3cdab7b7-951c-4013-8b57-7931e76589d4")]
[assembly: AssemblyFileVersion("1.0.8.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.0.8.0")]
namespace Underwater;
[BepInPlugin("dev.crystal.underwater", "Underwater", "1.0.7.0")]
[BepInProcess("valheim.exe")]
[BepInProcess("valheim_server.exe")]
public class UnderwaterPlugin : BaseUnityPlugin
{
[HarmonyPatch(typeof(Character))]
private static class Character_Patches
{
[HarmonyPatch("InLiquidDepth")]
[HarmonyPrefix]
private static bool InLiquidDepth_Prefix(Character __instance, ref float __result)
{
__result = 0f;
if (__instance.IsPlayer())
{
return PlayerSwims.Value;
}
return true;
}
}
[HarmonyPatch(typeof(GameCamera))]
private static class GameCamera_Patches
{
private enum TranspilerState
{
Searching,
Checking,
Searching2,
Checking2,
Updating,
Finishing
}
[HarmonyPatch("GetCameraPosition")]
[HarmonyTranspiler]
private static IEnumerable<CodeInstruction> GetCameraPosition_Transpiler(IEnumerable<CodeInstruction> instructions)
{
TranspilerState state = TranspilerState.Searching;
CodeInstruction instruction2 = null;
CodeInstruction instruction3 = null;
CodeInstruction instruction4 = null;
foreach (CodeInstruction instruction in instructions)
{
switch (state)
{
case TranspilerState.Searching:
if (instruction.opcode == OpCodes.Ldloc_S)
{
instruction2 = instruction;
state = TranspilerState.Checking;
}
else
{
yield return instruction;
}
break;
case TranspilerState.Checking:
if (instruction4 != null && instruction.opcode == OpCodes.Call && ((MethodInfo)instruction.operand).Name.Equals("GetLiquidLevel"))
{
CodeInstruction val;
instruction4 = (val = null);
instruction3 = (val = val);
instruction2 = val;
state = TranspilerState.Searching2;
break;
}
if (instruction3 != null && instruction.opcode == OpCodes.Ldc_I4_S && (sbyte)instruction.operand == 10)
{
instruction4 = instruction;
break;
}
if (instruction.opcode == OpCodes.Ldc_R4 && (float)instruction.operand == 1f)
{
instruction3 = instruction;
break;
}
yield return instruction2;
instruction2 = null;
if (instruction3 != null)
{
yield return instruction3;
instruction3 = null;
}
if (instruction4 != null)
{
yield return instruction4;
instruction4 = null;
}
yield return instruction;
state = TranspilerState.Searching;
break;
case TranspilerState.Searching2:
if (instruction.opcode == OpCodes.Ldarg_0)
{
instruction2 = instruction;
state = TranspilerState.Checking2;
}
break;
case TranspilerState.Checking2:
if (instruction.opcode == OpCodes.Ldc_I4_0)
{
instruction3 = instruction;
state = TranspilerState.Updating;
}
else
{
instruction2 = null;
state = TranspilerState.Searching2;
}
break;
case TranspilerState.Updating:
yield return instruction2;
yield return instruction3;
yield return instruction;
state = TranspilerState.Finishing;
break;
case TranspilerState.Finishing:
yield return instruction;
break;
}
}
}
}
public const string ModId = "dev.crystal.underwater";
public static ConfigEntry<bool> PlayerSwims;
public static ConfigEntry<bool> CameraIgnoreWater;
public static ConfigEntry<Key> ToggleSwimKey;
private static InputBinding sToggleSwimBinding;
private static Harmony sCharacterHarmony;
private static Harmony sGameCameraHarmony;
private void Awake()
{
//IL_0097: Unknown result type (might be due to invalid IL or missing references)
//IL_00a1: Expected O, but got Unknown
//IL_00bc: Unknown result type (might be due to invalid IL or missing references)
//IL_00c6: Expected O, but got Unknown
//IL_00cb: Unknown result type (might be due to invalid IL or missing references)
//IL_00d5: Expected O, but got Unknown
PlayerSwims = ((BaseUnityPlugin)this).Config.Bind<bool>("Underwater", "PlayerSwims", true, "Whether players should swim or ignore water, walking along the terrain beneath it. Can also be toggled by pressing Backspace. Game default true.");
PlayerSwims.SettingChanged += IgnoreWater_SettingChanged;
CameraIgnoreWater = ((BaseUnityPlugin)this).Config.Bind<bool>("Underwater", "CameraIgnoreWater", false, "Whether the camera should ignore water, allowing it to move beneath the surface. This setting is implied true if PlayerSwims is false. Game default false.");
CameraIgnoreWater.SettingChanged += IgnoreWater_SettingChanged;
ToggleSwimKey = ((BaseUnityPlugin)this).Config.Bind<Key>("Underwater", "ToggleSwimKey", (Key)65, "Binds a shortcut key for toggling the PlayerSwims option.");
sToggleSwimBinding = new InputBinding("ToggleSwim", ToggleSwimKey);
sToggleSwimBinding.InputPressed += ToggleSwimBinding_InputPressed;
sCharacterHarmony = new Harmony("dev.crystal.underwater_Character");
sGameCameraHarmony = new Harmony("dev.crystal.underwater_GameCamera");
sCharacterHarmony.PatchAll(typeof(Character_Patches));
if (!PlayerSwims.Value || CameraIgnoreWater.Value)
{
sGameCameraHarmony.PatchAll(typeof(GameCamera_Patches));
}
}
private void OnDestroy()
{
sCharacterHarmony.UnpatchSelf();
sGameCameraHarmony.UnpatchSelf();
sToggleSwimBinding.Dispose();
}
private void IgnoreWater_SettingChanged(object sender, EventArgs e)
{
sGameCameraHarmony.UnpatchSelf();
if (!PlayerSwims.Value || CameraIgnoreWater.Value)
{
sGameCameraHarmony.PatchAll(typeof(GameCamera_Patches));
}
}
private void ToggleSwimBinding_InputPressed(object sender, InputEventArgs e)
{
PlayerSwims.Value = !PlayerSwims.Value;
((Character)e.Player).Message((MessageType)1, PlayerSwims.Value ? "Swimming On" : "Swimming Off", 0, (Sprite)null);
}
}