Decompiled source of HarderFeatherFallMod v0.2.2

HarderFeatherFallMod.dll

Decompiled 3 weeks ago
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Threading.Tasks;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("HarderFeatherFallMod")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("HarderFeatherFallMod")]
[assembly: AssemblyCopyright("Copyright ©  2023")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("7ac73af1-150f-446c-a73b-468543ca8ccc")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace ValheimMovementMods;

[BepInPlugin("afilbert.ValheimHarderFeatherFallMod", "Valheim - Harder Feather Fall Mod", "0.2.2")]
[BepInProcess("valheim.exe")]
public class HarderFeatherFallMod : BaseUnityPlugin
{
	[HarmonyPatch(typeof(SEMan), "ModifyFallDamage")]
	private class ModifyFallDamageSEManPatch
	{
		private static void Prefix(ref List<StatusEffect> ___m_statusEffects)
		{
			FeatherFallStatusIndex = ___m_statusEffects.FindIndex((StatusEffect se) => se.m_name == FeatherFallName);
			AppliedDamageIndex = 0;
		}
	}

	[HarmonyPatch(typeof(SE_Stats), "ModifyFallDamage")]
	private class ModifyFallDamagePatch
	{
		private static void Prefix(ref float baseDamage, ref float damage, ref float ___m_fallDamageModifier)
		{
			if (FeatherFallStatusIndex != AppliedDamageIndex)
			{
				AppliedDamageIndex++;
				return;
			}
			FeatherFallStatusIndex = -1;
			AppliedDamageIndex = 0;
			float fullFallVelocity = FullFallVelocity;
			if (!EnableToggle.Value || !FeatherFallEnabled)
			{
				___m_fallDamageModifier = (FeatherFallEnabled ? (-1) : 0);
				return;
			}
			if (AltMode.Value && !HardcoreMode.Value)
			{
				setDamageModifier(ref damage, ref ___m_fallDamageModifier, fullFallVelocity);
				return;
			}
			___m_fallDamageModifier = -1f;
			if (!WispLightEnabled || EnableEverywhere.Value || HardcoreMode.Value)
			{
				setStamDerivedDamage(ref damage, ref ___m_fallDamageModifier);
			}
		}

		private static void setDamageModifier(ref float damage, ref float damageModifier, float vel)
		{
			if (StaminaPercentage == 0f)
			{
				if (FullFallVelocity > 5.4f)
				{
					CapturedFallVel = Mathf.Clamp(vel * 2.9f, 0f, 100f);
					damage = CapturedFallVel;
					damageModifier = 0f;
					CapturedFallVel = 0f;
					FullFallVelocity = 0f;
				}
				else
				{
					setFinalDamageModifier(ref damage, ref damageModifier);
				}
			}
			else
			{
				setFinalDamageModifier(ref damage, ref damageModifier);
			}
		}

		private static void setStamDerivedDamage(ref float damage, ref float damageModifier)
		{
			float num = 1f - StaminaPercentage;
			damage = 0f;
			damageModifier = num;
		}

		private static void setFinalDamageModifier(ref float damage, ref float damageModifier)
		{
			if (HardcoreMode.Value)
			{
				setStamDerivedDamage(ref damage, ref damageModifier);
			}
			else
			{
				damageModifier = -1f;
			}
		}
	}

	[HarmonyPatch(typeof(Player), "SetControls")]
	private class SetControlsPatch
	{
		private static void Prefix(ref Player __instance, ref bool ___m_groundContact, ref float ___m_fallTimer)
		{
			//IL_0009: Unknown result type (might be due to invalid IL or missing references)
			//IL_000e: 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)
			Vector3 vel = ((Character)__instance).GetVelocity();
			StatusEffect val = ((Character)__instance).GetSEMan().GetStatusEffects().Find((StatusEffect effect) => effect.m_name == FeatherFallName);
			StatusEffect? obj = ((Character)__instance).GetSEMan().GetStatusEffects().Find((StatusEffect effect) => effect.m_name == WispLightName);
			FeatherFallEnabled = (Object)(object)val != (Object)null;
			WispLightEnabled = (Object)(object)obj != (Object)null;
			if (!EnableToggle.Value)
			{
				return;
			}
			PlayerFalling = ((Character)__instance).GetVelocity().y < 0f && !___m_groundContact;
			if (AltMode.Value && FeatherFallEnabled && PlayerFalling && (!WispLightEnabled || HardcoreMode.Value))
			{
				((Character)__instance).UseStamina((float)AltStamDrain.Value / 100f);
			}
			StaminaPercentage = ((Character)__instance).GetStaminaPercentage();
			if (AltMode.Value && PlayerFalling && FeatherFallEnabled && !((Character)__instance).IsFlying() && StaminaPercentage == 0f)
			{
				ElapsedFreeFallTime += Time.deltaTime;
			}
			else
			{
				ElapsedFreeFallTime = 0f;
			}
			if (AltMode.Value && FeatherFallEnabled && PlayerFalling && ElapsedFreeFallTime > 0f && ___m_fallTimer > 0f)
			{
				Task.Delay((Mathf.Abs(vel.y) > 50f) ? 200 : 100).ContinueWith(delegate
				{
					//IL_0001: Unknown result type (might be due to invalid IL or missing references)
					setVelocity(vel);
				});
			}
		}

		private static void setVelocity(Vector3 vel)
		{
			//IL_0000: Unknown result type (might be due to invalid IL or missing references)
			FullFallVelocity = Mathf.Abs(vel.y);
		}
	}

	[HarmonyPatch(typeof(SE_Stats), "ModifyWalkVelocity")]
	private class ModifyWalkVelocityPatch
	{
		private static void Prefix(ref Vector3 vel, ref float ___m_maxMaxFallSpeed)
		{
			if (!EnableToggle.Value || !FeatherFallEnabled)
			{
				___m_maxMaxFallSpeed = (FeatherFallEnabled ? 5 : 0);
				return;
			}
			if (WispLightEnabled)
			{
				___m_maxMaxFallSpeed = 5f;
			}
			if (AltMode.Value && !HardcoreMode.Value)
			{
				if (StaminaPercentage <= 0f)
				{
					___m_maxMaxFallSpeed = 0f;
				}
				else
				{
					___m_maxMaxFallSpeed = 5f;
				}
				return;
			}
			if ((!WispLightEnabled || EnableEverywhere.Value || (AltMode.Value && HardcoreMode.Value)) && StaminaPercentage != 0f)
			{
				___m_maxMaxFallSpeed = InitialMaxFallSpeed / StaminaPercentage;
			}
			if (AltMode.Value && StaminaPercentage <= 0f)
			{
				___m_maxMaxFallSpeed = 0f;
			}
		}
	}

	private const string pluginGUID = "afilbert.ValheimHarderFeatherFallMod";

	private const string pluginName = "Valheim - Harder Feather Fall Mod";

	private const string pluginVersion = "0.2.2";

	public static ManualLogSource logger;

	public static HarderFeatherFallMod plugin;

	private readonly Harmony _harmony = new Harmony("afilbert.ValheimHarderFeatherFallMod");

	public static bool Started = false;

	public static int FeatherFallStatusIndex = -1;

	public static int AppliedDamageIndex = -1;

	private static string FeatherFallName = "$se_slowfall_name";

	private static string WispLightName = "$item_demister";

	private static bool FeatherFallEnabled = false;

	private static bool WispLightEnabled = false;

	private static bool PlayerFalling = false;

	private static float StaminaPercentage = 0f;

	private static float InitialMaxFallSpeed = 5f;

	public static float ElapsedFreeFallTime = 0f;

	public static float FullFallVelocity = 0f;

	public static float CapturedFallVel = 0f;

	public static ConfigEntry<bool> EnableToggle;

	public static ConfigEntry<bool> EnableEverywhere;

	public static ConfigEntry<bool> AltMode;

	public static ConfigEntry<int> AltStamDrain;

	public static ConfigEntry<bool> HardcoreMode;

	private void Awake()
	{
		plugin = this;
		logger = ((BaseUnityPlugin)this).Logger;
		_harmony.PatchAll();
		EnableToggle = ((BaseUnityPlugin)this).Config.Bind<bool>("Mod", "Enable Mod", true, "Enable this mod");
		EnableEverywhere = ((BaseUnityPlugin)this).Config.Bind<bool>("Mod", "Hard mode: Enabled even when Wisplight equipped", false, "Stamina affects fall speed/damage even when Wisplight equipped");
		AltMode = ((BaseUnityPlugin)this).Config.Bind<bool>("Stamina Mode Override", "Drains stamina while aloft when Wisplight unequipped", false, "Uses stamina to stay aloft without Wisplight");
		AltStamDrain = ((BaseUnityPlugin)this).Config.Bind<int>("Stamina Mode Override", "Stamina drain unit (larger drains faster)", 10, "Stamina drain unit");
		HardcoreMode = ((BaseUnityPlugin)this).Config.Bind<bool>("Stamina Mode Override", "Hardcore mode: Drains stamina & affects fall speed/damage (only works if Stamina Mode Override enabled)", false, "Uses stamina while aloft, regardless of Wisplight, & affects fall speed/damage");
	}
}