Decompiled source of GooderAquaticArsenal v1.0.1

MainStreetGaming-GooderEquipInWater\GooderAquaticArsenal.dll

Decompiled a month ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using Jotunn;
using Jotunn.Entities;
using Jotunn.Managers;
using Jotunn.Utils;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("GooderAquaticArsenal")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Main Street Gaming")]
[assembly: AssemblyProduct("GooderEquipInWater")]
[assembly: AssemblyCopyright("Copyright ©  2024")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("e3243d22-4307-4008-ba36-9f326008cde5")]
[assembly: AssemblyFileVersion("1.0.1.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.1.0")]
namespace GooderAquaticArsenal;

[BepInPlugin("MainStreetGaming.GooderAquaticArsenal", "GooderAquaticArsenal", "1.0.1")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
[NetworkCompatibility(/*Could not decode attribute arguments.*/)]
[BepInIncompatibility("com.lvh-it.valheim.useequipmentinwater")]
internal class GooderAquaticArsenal : BaseUnityPlugin
{
	public const string PluginGUID = "MainStreetGaming.GooderAquaticArsenal";

	public const string PluginName = "GooderAquaticArsenal";

	public const string PluginVersion = "1.0.1";

	public static ConfigEntry<bool> _enableDebug;

	public static ConfigEntry<bool> AllowAxe;

	public static ConfigEntry<bool> AllowBattleAxe;

	public static ConfigEntry<bool> AllowSword;

	public static ConfigEntry<bool> AllowBow;

	public static ConfigEntry<bool> AllowCrossbow;

	public static ConfigEntry<bool> AllowAtgeir;

	public static ConfigEntry<bool> AllowKnife;

	public static ConfigEntry<bool> AllowMace;

	public static ConfigEntry<bool> AllowSledge;

	public static ConfigEntry<bool> AllowSpear;

	public static ConfigEntry<bool> AllowClub;

	public static ConfigEntry<bool> AllowTorch;

	public static ConfigEntry<bool> AllowPickaxe;

	public static ConfigEntry<bool> AllowCultivator;

	public static ConfigEntry<bool> AllowFishingrod;

	public static ConfigEntry<bool> AllowHammer;

	public static ConfigEntry<bool> AllowHoe;

	public static CustomLocalization Localization = LocalizationManager.Instance.GetLocalization();

	private void Awake()
	{
		string[] array = new string[10] { "Attention players: The chaos committee has approved {0} for immediate deployment!", "And here we have {0}, the plugin that makes all other plugins jealous.", "Prepare for a wild ride! {0} just slipped through the cracks and landed in our game.", "And just like that, the game became 100% more interesting. Thank you, {0}!", "Attention gamers: {0} has arrived fashionably late to the party, and it brought confetti cannons.", "Hold onto your keyboards! {0} just crashed the game... figuratively, of course.", "And just like that, the game went from 'meh' to 'oh heck yeah!' Thanks, {0}!", "Rumor has it that {0} is the secret ingredient in the developer's coffee.", "We're not saying {0} is the hero this game deserves... but it's the one it's stuck with.", "Don't worry, it's just {0}. The flames are purely cosmetic... probably." };
		int num = new Random().Next(array.Length);
		Logger.LogInfo((object)string.Format(array[num], "GooderAquaticArsenal"));
		CreateConfigValues();
		Harmony.CreateAndPatchAll(typeof(GooderAquaticArsenal), (string)null);
	}

	private void CreateConfigValues()
	{
		//IL_0000: Unknown result type (might be due to invalid IL or missing references)
		//IL_0005: Unknown result type (might be due to invalid IL or missing references)
		//IL_000d: Expected O, but got Unknown
		//IL_004e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0058: Expected O, but got Unknown
		//IL_007e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0088: Expected O, but got Unknown
		//IL_00ae: Unknown result type (might be due to invalid IL or missing references)
		//IL_00b8: Expected O, but got Unknown
		//IL_00de: Unknown result type (might be due to invalid IL or missing references)
		//IL_00e8: Expected O, but got Unknown
		//IL_010e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0118: Expected O, but got Unknown
		//IL_013e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0148: Expected O, but got Unknown
		//IL_016e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0178: Expected O, but got Unknown
		//IL_019e: Unknown result type (might be due to invalid IL or missing references)
		//IL_01a8: Expected O, but got Unknown
		//IL_01ce: Unknown result type (might be due to invalid IL or missing references)
		//IL_01d8: Expected O, but got Unknown
		//IL_01fe: Unknown result type (might be due to invalid IL or missing references)
		//IL_0208: Expected O, but got Unknown
		//IL_022e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0238: Expected O, but got Unknown
		//IL_025e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0268: Expected O, but got Unknown
		//IL_028e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0298: Expected O, but got Unknown
		//IL_02be: Unknown result type (might be due to invalid IL or missing references)
		//IL_02c8: Expected O, but got Unknown
		//IL_02ee: Unknown result type (might be due to invalid IL or missing references)
		//IL_02f8: Expected O, but got Unknown
		//IL_031e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0328: Expected O, but got Unknown
		//IL_034e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0358: Expected O, but got Unknown
		ConfigurationManagerAttributes val = new ConfigurationManagerAttributes
		{
			IsAdminOnly = true
		};
		_enableDebug = ((BaseUnityPlugin)this).Config.Bind<bool>("Debug", "DebugMode", false, "Enable debug logging.");
		AllowAxe = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowAxe", true, new ConfigDescription("Allow axes while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowBattleAxe = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowBattleAxe", true, new ConfigDescription("Allow Battle Axes while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowSword = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowSword", true, new ConfigDescription("Allow swords while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowBow = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowBow", true, new ConfigDescription("Allow bows while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowCrossbow = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowCrossbow", true, new ConfigDescription("Allow crossbows while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowAtgeir = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowAtgeir", true, new ConfigDescription("Allow Atgeirs while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowKnife = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowKnife", true, new ConfigDescription("Allow Knives while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowMace = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowMace", true, new ConfigDescription("Allow Maces while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowSledge = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowSledge", true, new ConfigDescription("Allow Sledges while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowSpear = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowSpear", true, new ConfigDescription("Allow Spears while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowClub = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowClub", true, new ConfigDescription("Allow Clubs while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowTorch = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowTorch", true, new ConfigDescription("Allow Torches while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowPickaxe = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowPickaxe", true, new ConfigDescription("Allow Pickaxes while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowCultivator = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowCultivator", true, new ConfigDescription("Allow Cultivators while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowFishingrod = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowFishingrod", true, new ConfigDescription("Allow Fishingrods while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowHammer = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowHammer", true, new ConfigDescription("Allow Hammers while swimming", (AcceptableValueBase)null, new object[1] { val }));
		AllowHoe = ((BaseUnityPlugin)this).Config.Bind<bool>("Server config", "AllowHoe", true, new ConfigDescription("Allow Hoes while swimming", (AcceptableValueBase)null, new object[1] { val }));
	}

	public static void DebugLog(string data)
	{
		if (_enableDebug.Value)
		{
			Logger.LogInfo((object)("GooderAquaticArsenal: " + data));
		}
	}

	[HarmonyPatch(typeof(Character), "IsSwimming")]
	[HarmonyPrefix]
	private static bool OverrideIsSwimming(ref bool __result, Character __instance, float ___m_swimTimer)
	{
		if (___m_swimTimer >= 0.5f)
		{
			return true;
		}
		StackTrace stackTrace = new StackTrace();
		string text = "";
		for (int i = 2; i < stackTrace.FrameCount && i < 10; i++)
		{
			text = text + stackTrace.GetFrame(i).GetMethod().Name + "-";
		}
		Humanoid val = (Humanoid)(object)((__instance is Humanoid) ? __instance : null);
		if (val != null && ((Character)val).IsPlayer())
		{
			ItemData rightItem = val.GetRightItem();
			ItemData leftItem = val.GetLeftItem();
			DebugLog("RighthandItem: " + (object)rightItem);
			if (rightItem != null && ItemNotAllowed(rightItem))
			{
				DebugLog("Right hand item not allowed: " + rightItem.m_shared.m_name);
				val.UnequipItem(rightItem, false);
			}
			DebugLog("LefthandItem: " + (object)leftItem);
			if (leftItem != null && ItemNotAllowed(leftItem))
			{
				DebugLog("Left hand item not allowed: " + leftItem.m_shared.m_name);
				val.UnequipItem(leftItem, false);
			}
		}
		if (__instance.IsPlayer() && (text.Contains("UpdateEquipment") || text.Contains("EquipItem")))
		{
			__result = false;
			return false;
		}
		return true;
	}

	[HarmonyPatch(typeof(Humanoid), "EquipItem")]
	[HarmonyPrefix]
	private static void PatchEquipItem()
	{
	}

	private static bool ItemNotAllowed(ItemData item)
	{
		foreach (KeyValuePair<string, ConfigEntry<bool>> item2 in new Dictionary<string, ConfigEntry<bool>>
		{
			{ "_axe_", AllowAxe },
			{ "battleaxe", AllowBattleAxe },
			{ "sword", AllowSword },
			{ "_bow", AllowBow },
			{ "_crossbow_", AllowCrossbow },
			{ "atgeir", AllowAtgeir },
			{ "knife", AllowKnife },
			{ "mace", AllowMace },
			{ "sledge", AllowSledge },
			{ "spear", AllowSpear },
			{ "club", AllowClub },
			{ "torch", AllowTorch },
			{ "pickaxe", AllowPickaxe },
			{ "cultivator", AllowCultivator },
			{ "fishingrod", AllowFishingrod },
			{ "hammer", AllowHammer },
			{ "hoe", AllowHoe }
		})
		{
			if (item.m_shared.m_name.Contains(item2.Key) && !item2.Value.Value)
			{
				return true;
			}
		}
		return false;
	}
}