using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
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 Jotunn.Entities;
using Jotunn.Managers;
using Jotunn.Utils;
using NoWeaponsGlow.Common;
using NoWeaponsGlow.Prefabs;
using NoWeaponsGlow.Prefabs.Code;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("NoWeaponsGlow")]
[assembly: AssemblyDescription("Disables glow of various weapons in Valheim.")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("NoWeaponsGlow")]
[assembly: AssemblyCopyright("")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("748670d6-f89a-325f-037b-502ec1c79424")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.6.2", FrameworkDisplayName = ".NET Framework 4.6.2")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
internal static class PluginInfo
{
public const string PluginGUID = "noglow.NoWeaponsGlow";
public const string PluginName = "NoWeaponsGlow";
public const string PluginDescription = "Disables glow of various weapons in Valheim.";
public const string PluginVersion = "1.0.0";
}
namespace NoWeaponsGlow
{
internal class PluginConfig
{
public static ConfigFile File;
public static ConfigEntry<bool> DisableGlowOnDraugarFang;
public static ConfigEntry<bool> DisableGlowOnSpineSnap;
public static ConfigEntry<bool> DisableGlowOnFrostner;
public static ConfigEntry<bool> DisableGlowOnCrystalBattleaxe;
public static ConfigEntry<bool> DisableGlowOnMistwalker;
public static ConfigEntry<bool> DisableGlowOnPorcupine;
public static ConfigEntry<bool> DisableGlowOnJotunBane;
public static ConfigEntry<bool> DisableGlowOnHimminafl;
public static ConfigEntry<bool> DisableGlowOnStaffOfEmbers;
public static ConfigEntry<bool> DisableGlowOnStaffOfFrost;
public static ConfigEntry<bool> DisableGlowOnStaffOfProtection;
public static ConfigEntry<bool> DisableGlowOnDeadRaiser;
public static ConfigEntry<bool> DisableGlowOnDyrnwyn;
public static void Bind(ConfigFile config)
{
if (File == null)
{
File = config;
DisableGlowOnDraugarFang = config.Bind<bool>("Disable glow and effects", "Draugar Fang", true, "Draugar Fang");
DisableGlowOnSpineSnap = config.Bind<bool>("Disable glow and effects", "Spine snap", true, "Spine Snap");
DisableGlowOnFrostner = config.Bind<bool>("Disable glow and effects", "Frostner", true, "Frostner");
DisableGlowOnCrystalBattleaxe = config.Bind<bool>("Disable glow and effects", "Crystal Battleaxe", true, "Crystal Battleaxe");
DisableGlowOnMistwalker = config.Bind<bool>("Disable glow and effects", "Mistwalker", true, "Mistwalker");
DisableGlowOnPorcupine = config.Bind<bool>("Disable glow and effects", "Porcupine", true, "Porcupine");
DisableGlowOnJotunBane = config.Bind<bool>("Disable glow and effects", "Jotun Bane", true, "Jotun Bane");
DisableGlowOnHimminafl = config.Bind<bool>("Disable glow and effects", "Himminafl", true, "Himminafl");
DisableGlowOnStaffOfEmbers = config.Bind<bool>("Disable glow and effects", "Staff of Embers", true, "Staff of Embers");
DisableGlowOnStaffOfFrost = config.Bind<bool>("Disable glow and effects", "Staff of Frost", true, "Staff of Frost");
DisableGlowOnStaffOfProtection = config.Bind<bool>("Disable glow and effects", "Staff of Protection", true, "Staff of Protection");
DisableGlowOnDeadRaiser = config.Bind<bool>("Disable glow and effects", "Dead Raiser", true, "Dead Raiser");
DisableGlowOnDyrnwyn = config.Bind<bool>("Disable glow and effects", "Dyrnwyn", true, "Dyrnwyn");
}
}
}
internal static class Flags
{
public static PrefabState DraugarFang;
public static PrefabState SpineSnap;
public static PrefabState Frostner;
public static PrefabState CrystalBattleaxe;
public static PrefabState Mistwalker;
public static PrefabState Porcupine;
public static PrefabState JotunBane;
public static PrefabState Himminafl;
public static PrefabState StaffOfEmbers;
public static PrefabState StaffOfFrost;
public static PrefabState StaffOfProtection;
public static PrefabState DeadRaiser;
public static PrefabState Dyrnwyn;
public static bool Evaluate()
{
bool flag = false;
flag = Evaluate(ref DraugarFang, PluginConfig.DisableGlowOnDraugarFang.Value) || flag;
flag = Evaluate(ref SpineSnap, PluginConfig.DisableGlowOnSpineSnap.Value) || flag;
flag = Evaluate(ref Frostner, PluginConfig.DisableGlowOnFrostner.Value) || flag;
flag = Evaluate(ref CrystalBattleaxe, PluginConfig.DisableGlowOnCrystalBattleaxe.Value) || flag;
flag = Evaluate(ref Mistwalker, PluginConfig.DisableGlowOnMistwalker.Value) || flag;
flag = Evaluate(ref Porcupine, PluginConfig.DisableGlowOnPorcupine.Value) || flag;
flag = Evaluate(ref JotunBane, PluginConfig.DisableGlowOnJotunBane.Value) || flag;
flag = Evaluate(ref Himminafl, PluginConfig.DisableGlowOnHimminafl.Value) || flag;
flag = Evaluate(ref StaffOfEmbers, PluginConfig.DisableGlowOnStaffOfEmbers.Value) || flag;
flag = Evaluate(ref StaffOfFrost, PluginConfig.DisableGlowOnStaffOfFrost.Value) || flag;
flag = Evaluate(ref StaffOfProtection, PluginConfig.DisableGlowOnStaffOfProtection.Value) || flag;
flag = Evaluate(ref DeadRaiser, PluginConfig.DisableGlowOnDeadRaiser.Value) || flag;
return Evaluate(ref Dyrnwyn, PluginConfig.DisableGlowOnDyrnwyn.Value) || flag;
}
private static bool Evaluate(ref PrefabState state, bool config)
{
if (config)
{
state = PrefabState.ToModify;
return true;
}
if (state == PrefabState.ToRestore)
{
return false;
}
if (state == PrefabState.Modified)
{
state = PrefabState.ToRestore;
return true;
}
state = PrefabState.Unknown;
return false;
}
}
[BepInPlugin("noglow.NoWeaponsGlow", "NoWeaponsGlow", "1.0.0")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
[NetworkCompatibility(/*Could not decode attribute arguments.*/)]
internal class Plugin : BaseUnityPlugin
{
public static CustomLocalization Localization = LocalizationManager.Instance.GetLocalization();
public void Awake()
{
//IL_0000: Unknown result type (might be due to invalid IL or missing references)
//IL_0006: Invalid comparison between Unknown and I4
if ((int)SystemInfo.graphicsDeviceType != 4)
{
PluginConfig.Bind(((BaseUnityPlugin)this).Config);
PrefabManager.OnVanillaPrefabsAvailable += OnVanillaPrefabsAvailable;
}
}
private static void OnVanillaPrefabsAvailable()
{
if (Flags.Evaluate())
{
Dictionary<string, GameObject> dictionary = Controller.Find();
if (dictionary.Count != 0)
{
Controller.Restore(dictionary);
Controller.Modify(dictionary);
}
}
}
}
}
namespace NoWeaponsGlow.Common
{
internal enum PrefabState
{
Unknown,
ToModify,
Modified,
ToRestore,
Restored
}
internal static class GameObjectExtensions
{
public static bool SetChildrenInactive(this GameObject prefab, params string[] names)
{
if ((Object)(object)prefab == (Object)null)
{
return false;
}
int num = 0;
Transform[] componentsInChildren = prefab.GetComponentsInChildren<Transform>(false);
foreach (Transform val in componentsInChildren)
{
if ((Object)(object)val != (Object)null && names.Contains<string>(((Object)val).name, StringComparer.InvariantCultureIgnoreCase))
{
GameObject gameObject = ((Component)val).gameObject;
if ((Object)(object)gameObject != (Object)null)
{
gameObject.SetActive(false);
num++;
}
}
}
return num > 0;
}
public static bool SetSubChildrenInactive(this GameObject prefab, string subParent, params string[] names)
{
if ((Object)(object)prefab == (Object)null)
{
return false;
}
Transform val = prefab.GetComponentsInChildren<Transform>(true)?.FirstOrDefault((Func<Transform, bool>)((Transform x) => string.Compare(((Object)x).name, subParent, StringComparison.InvariantCultureIgnoreCase) == 0));
if ((Object)(object)val == (Object)null)
{
return false;
}
int num = 0;
Transform[] componentsInChildren = ((Component)val).GetComponentsInChildren<Transform>(false);
foreach (Transform val2 in componentsInChildren)
{
if ((Object)(object)val2 != (Object)null && names.Contains<string>(((Object)val2).name, StringComparer.InvariantCultureIgnoreCase))
{
GameObject gameObject = ((Component)val2).gameObject;
if ((Object)(object)gameObject != (Object)null)
{
gameObject.SetActive(false);
num++;
}
}
}
return num > 0;
}
public static bool SetChildrenActive(this GameObject prefab, params string[] names)
{
if ((Object)(object)prefab == (Object)null)
{
return false;
}
int num = 0;
Transform[] componentsInChildren = prefab.GetComponentsInChildren<Transform>(true);
foreach (Transform val in componentsInChildren)
{
if ((Object)(object)val != (Object)null && names.Contains<string>(((Object)val).name, StringComparer.InvariantCultureIgnoreCase))
{
GameObject gameObject = ((Component)val).gameObject;
if ((Object)(object)gameObject != (Object)null)
{
gameObject.SetActive(true);
num++;
}
}
}
return num > 0;
}
public static bool SetSubChildrenActive(this GameObject prefab, string subParent, params string[] names)
{
if ((Object)(object)prefab == (Object)null)
{
return false;
}
Transform val = prefab.GetComponentsInChildren<Transform>(true)?.FirstOrDefault((Func<Transform, bool>)((Transform x) => string.Compare(((Object)x).name, subParent, StringComparison.InvariantCultureIgnoreCase) == 0));
if ((Object)(object)val == (Object)null)
{
return false;
}
int num = 0;
Transform[] componentsInChildren = ((Component)val).GetComponentsInChildren<Transform>(true);
foreach (Transform val2 in componentsInChildren)
{
if ((Object)(object)val2 != (Object)null && names.Contains<string>(((Object)val2).name, StringComparer.InvariantCultureIgnoreCase))
{
GameObject gameObject = ((Component)val2).gameObject;
if ((Object)(object)gameObject != (Object)null)
{
gameObject.SetActive(true);
num++;
}
}
}
return num > 0;
}
public static bool DisableShaderKeyword(this GameObject prefab, string rendererName, string keyword)
{
if ((Object)(object)prefab == (Object)null)
{
return false;
}
Renderer val = ((prefab == null) ? null : prefab.GetComponentsInChildren<Renderer>()?.FirstOrDefault((Func<Renderer, bool>)((Renderer x) => StringComparer.InvariantCultureIgnoreCase.Compare(((Object)x).name, rendererName) == 0)));
if ((Object)(object)val == (Object)null)
{
return false;
}
Material sharedMaterial = val.sharedMaterial;
if ((Object)(object)sharedMaterial == (Object)null)
{
return false;
}
sharedMaterial.DisableKeyword(keyword);
return true;
}
public static bool EnableShaderKeyword(this GameObject prefab, string rendererName, string keyword)
{
if ((Object)(object)prefab == (Object)null)
{
return false;
}
Renderer val = ((prefab == null) ? null : prefab.GetComponentsInChildren<Renderer>()?.FirstOrDefault((Func<Renderer, bool>)((Renderer x) => StringComparer.InvariantCultureIgnoreCase.Compare(((Object)x).name, rendererName) == 0)));
if ((Object)(object)val == (Object)null)
{
return false;
}
Material sharedMaterial = val.sharedMaterial;
if ((Object)(object)sharedMaterial == (Object)null)
{
return false;
}
sharedMaterial.EnableKeyword(keyword);
return true;
}
}
}
namespace NoWeaponsGlow.Prefabs
{
internal static class Controller
{
private static readonly HashSet<string> Names = new HashSet<string>
{
"BattleaxeCrystal", "StaffSkeleton", "BowDraugrFang", "SwordIronFire", "MaceSilver", "AtgeirHimminAfl", "AxeJotunBane", "SwordMistwalker", "MaceNeedle", "BowSpineSnap",
"StaffFireball", "StaffIceShards", "StaffShield"
};
public static Dictionary<string, GameObject> Find()
{
Dictionary<string, GameObject> dictionary = new Dictionary<string, GameObject>();
foreach (string name2 in Names)
{
GameObject prefab = PrefabManager.Instance.GetPrefab(name2);
if (!((Object)(object)prefab == (Object)null) && !string.IsNullOrEmpty(((Object)prefab).name))
{
string name = ((Object)prefab).name;
dictionary.Add(name, prefab);
}
}
return dictionary;
}
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
bool flag = true;
flag = DraugarFang.Modify(prefabs) && flag;
flag = SpineSnap.Modify(prefabs) && flag;
flag = Frostner.Modify(prefabs) && flag;
flag = CrystalBattleaxe.Modify(prefabs) && flag;
flag = Mistwalker.Modify(prefabs) && flag;
flag = Porcupine.Modify(prefabs) && flag;
flag = JotunBane.Modify(prefabs) && flag;
flag = Himminafl.Modify(prefabs) && flag;
flag = StaffOfEmbers.Modify(prefabs) && flag;
flag = StaffOfFrost.Modify(prefabs) && flag;
flag = StaffOfProtection.Modify(prefabs) && flag;
flag = DeadRaiser.Modify(prefabs) && flag;
return Dyrnwyn.Modify(prefabs) && flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
bool flag = true;
flag = DraugarFang.Restore(prefabs) && flag;
flag = SpineSnap.Restore(prefabs) && flag;
flag = Frostner.Restore(prefabs) && flag;
flag = CrystalBattleaxe.Restore(prefabs) && flag;
flag = Mistwalker.Restore(prefabs) && flag;
flag = Porcupine.Restore(prefabs) && flag;
flag = JotunBane.Restore(prefabs) && flag;
flag = Himminafl.Restore(prefabs) && flag;
flag = StaffOfEmbers.Restore(prefabs) && flag;
flag = StaffOfFrost.Restore(prefabs) && flag;
flag = StaffOfProtection.Restore(prefabs) && flag;
flag = DeadRaiser.Restore(prefabs) && flag;
return Dyrnwyn.Restore(prefabs) && flag;
}
}
}
namespace NoWeaponsGlow.Prefabs.Code
{
internal static class CrystalBattleaxe
{
public const string PrefabName = "BattleaxeCrystal";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnCrystalBattleaxe.Value)
{
return true;
}
if (Flags.CrystalBattleaxe != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("BattleaxeCrystal", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point Light", "flare") && flag;
flag = value.DisableShaderKeyword("default", "_EMISSION") && flag;
if (flag)
{
Flags.CrystalBattleaxe = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.CrystalBattleaxe != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("BattleaxeCrystal", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point Light", "flare") && flag;
flag = value.EnableShaderKeyword("default", "_EMISSION") && flag;
if (flag)
{
Flags.CrystalBattleaxe = PrefabState.Restored;
}
return flag;
}
}
internal static class Frostner
{
public const string PrefabName = "MaceSilver";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnFrostner.Value)
{
return true;
}
if (Flags.Frostner != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("MaceSilver", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("soft cloud") && flag;
if (flag)
{
Flags.Frostner = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.Frostner != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("MaceSilver", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("soft cloud") && flag;
if (flag)
{
Flags.Frostner = PrefabState.Restored;
}
return flag;
}
}
internal static class JotunBane
{
public const string PrefabName = "AxeJotunBane";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnJotunBane.Value)
{
return true;
}
if (Flags.JotunBane != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("AxeJotunBane", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point light", "Glow", "poison drip", "poison splat") && flag;
if (flag)
{
Flags.JotunBane = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.JotunBane != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("AxeJotunBane", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point light", "Glow", "poison drip", "poison splat") && flag;
if (flag)
{
Flags.JotunBane = PrefabState.Restored;
}
return flag;
}
}
internal static class Himminafl
{
public const string PrefabName = "AtgeirHimminAfl";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnHimminafl.Value)
{
return true;
}
if (Flags.Himminafl != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("AtgeirHimminAfl", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point light", "Sparcs") && flag;
if (flag)
{
Flags.Himminafl = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.Himminafl != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("AtgeirHimminAfl", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point light", "Sparcs") && flag;
if (flag)
{
Flags.Himminafl = PrefabState.Restored;
}
return flag;
}
}
internal static class DeadRaiser
{
public const string PrefabName = "StaffSkeleton";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnDeadRaiser.Value)
{
return true;
}
if (Flags.DeadRaiser != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("StaffSkeleton", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point light", "flames_world", "flames", "embers", "fi_vil_combs_props_bone_skull (1)") && flag;
flag = value.DisableShaderKeyword("fi_vil_combs_props_bone_skull", "_EMISSION") && flag;
if (flag)
{
Flags.DeadRaiser = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.DeadRaiser != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("StaffSkeleton", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point light", "flames_world", "flames", "embers", "fi_vil_combs_props_bone_skull (1)") && flag;
flag = value.EnableShaderKeyword("fi_vil_combs_props_bone_skull", "_EMISSION") && flag;
if (flag)
{
Flags.DeadRaiser = PrefabState.Restored;
}
return flag;
}
}
internal static class StaffOfEmbers
{
public const string PrefabName = "StaffFireball";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnStaffOfEmbers.Value)
{
return true;
}
if (Flags.StaffOfEmbers != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("StaffFireball", out var value))
{
return false;
}
bool flag = true;
flag = value.SetSubChildrenInactive("equiped", "flames_world", "embers", "flames") && flag;
flag = value.SetSubChildrenInactive("effects", "Point light", "flare", "embers") && flag;
if (flag)
{
Flags.StaffOfEmbers = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.StaffOfEmbers != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("StaffFireball", out var value))
{
return false;
}
bool flag = true;
flag = value.SetSubChildrenActive("equiped", "flames_world", "embers", "flames") && flag;
flag = value.SetSubChildrenActive("effects", "Point light", "flare", "embers") && flag;
if (flag)
{
Flags.StaffOfEmbers = PrefabState.Restored;
}
return flag;
}
}
internal static class StaffOfFrost
{
public const string PrefabName = "StaffIceShards";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnStaffOfFrost.Value)
{
return true;
}
if (Flags.StaffOfFrost != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("StaffIceShards", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point light", "flare", "embers (1)") && flag;
flag = value.DisableShaderKeyword("default (1)", "_EMISSION") && flag;
if (flag)
{
Flags.StaffOfFrost = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.StaffOfFrost != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("StaffIceShards", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point light", "flare", "embers (1)") && flag;
flag = value.EnableShaderKeyword("default (1)", "_EMISSION") && flag;
if (flag)
{
Flags.StaffOfFrost = PrefabState.Restored;
}
return flag;
}
}
internal static class StaffOfProtection
{
public const string PrefabName = "StaffShield";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnStaffOfProtection.Value)
{
return true;
}
if (Flags.StaffOfProtection != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("StaffShield", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("flames") && flag;
if (flag)
{
Flags.StaffOfProtection = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.StaffOfProtection != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("StaffShield", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("flames") && flag;
if (flag)
{
Flags.StaffOfProtection = PrefabState.Restored;
}
return flag;
}
}
internal static class Porcupine
{
public const string PrefabName = "MaceNeedle";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnPorcupine.Value)
{
return true;
}
if (Flags.Porcupine != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("MaceNeedle", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point Light") && flag;
flag = value.DisableShaderKeyword("default", "_EMISSION") && flag;
if (flag)
{
Flags.Porcupine = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.Porcupine != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("MaceNeedle", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point Light") && flag;
flag = value.EnableShaderKeyword("default", "_EMISSION") && flag;
if (flag)
{
Flags.Porcupine = PrefabState.Restored;
}
return flag;
}
}
internal static class Dyrnwyn
{
public const string PrefabName = "SwordIronFire";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnDyrnwyn.Value)
{
return true;
}
if (Flags.Dyrnwyn != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("SwordIronFire", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point light", "SFX", "flames (1)", "embers", "flames_local", "flames", "smoke (1)", "trail", "base", "tip") && flag;
flag = value.DisableShaderKeyword("Viking_Sword (1)", "_EMISSION") && flag;
if (flag)
{
Flags.Dyrnwyn = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.Dyrnwyn != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("SwordIronFire", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point light", "SFX", "flames (1)", "embers", "flames_local", "flames", "smoke (1)", "trail", "base", "tip") && flag;
flag = value.EnableShaderKeyword("Viking_Sword (1)", "_EMISSION") && flag;
if (flag)
{
Flags.Dyrnwyn = PrefabState.Restored;
}
return flag;
}
}
internal static class Mistwalker
{
public const string PrefabName = "SwordMistwalker";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnMistwalker.Value)
{
return true;
}
if (Flags.Mistwalker != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("SwordMistwalker", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point light", "Particle System", "Particle System Force Field") && flag;
if (flag)
{
Flags.Mistwalker = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.Mistwalker != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("SwordMistwalker", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point light", "Particle System", "Particle System Force Field") && flag;
if (flag)
{
Flags.Mistwalker = PrefabState.Restored;
}
return flag;
}
}
internal static class SpineSnap
{
public const string PrefabName = "BowSpineSnap";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnSpineSnap.Value)
{
return true;
}
if (Flags.SpineSnap != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("BowSpineSnap", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point light", "Particle System") && flag;
if (flag)
{
Flags.SpineSnap = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.SpineSnap != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("BowSpineSnap", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point light", "Particle System") && flag;
if (flag)
{
Flags.SpineSnap = PrefabState.Restored;
}
return flag;
}
}
internal static class DraugarFang
{
public const string PrefabName = "BowDraugrFang";
public static bool Modify(Dictionary<string, GameObject> prefabs)
{
if (!PluginConfig.DisableGlowOnDraugarFang.Value)
{
return true;
}
if (Flags.DraugarFang != PrefabState.ToModify)
{
return false;
}
if (!prefabs.TryGetValue("BowDraugrFang", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenInactive("Point light", "Particle System") && flag;
if (flag)
{
Flags.DraugarFang = PrefabState.Modified;
}
return flag;
}
public static bool Restore(Dictionary<string, GameObject> prefabs)
{
if (Flags.DraugarFang != PrefabState.ToRestore)
{
return false;
}
if (!prefabs.TryGetValue("BowDraugrFang", out var value))
{
return false;
}
bool flag = true;
flag = value.SetChildrenActive("Point light", "Particle System") && flag;
if (flag)
{
Flags.DraugarFang = PrefabState.Restored;
}
return flag;
}
}
}