Decompiled source of ScopeSensitivity v0.2.0

ScopeSensitivity.dll

Decompiled 4 months ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using EntityStates;
using EntityStates.Railgunner.Scope;
using HarmonyLib;
using RoR2;
using RoR2.CameraModes;
using RoR2.Skills;
using UnityEngine;
using UnityEngine.AddressableAssets;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETStandard,Version=v2.0", FrameworkDisplayName = ".NET Standard 2.0")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.2.0.0")]
namespace Local.Scope.Sensitivity;

[BepInPlugin("local.scope.sensitivity", "ScopeSensitivity", "0.2.0")]
public class Plugin : BaseUnityPlugin
{
	public const string versionNumber = "0.2.0";

	private static float sensitivity;

	private static float multiplier = 1f;

	private const float none = 1f;

	private static SkillDef skill;

	public void Awake()
	{
		//IL_0005: Unknown result type (might be due to invalid IL or missing references)
		//IL_000a: Unknown result type (might be due to invalid IL or missing references)
		skill = Addressables.LoadAssetAsync<SkillDef>((object)"RoR2/DLC1/Railgunner/RailgunnerBodyFireSnipeHeavy.asset").WaitForCompletion();
		Load(((BaseUnityPlugin)this).Config);
		((BaseUnityPlugin)this).Config.SettingChanged += delegate
		{
			Load(((BaseUnityPlugin)this).Config);
		};
		Stage.onStageStartGlobal += delegate
		{
			multiplier = 1f;
		};
		Harmony.CreateAndPatchAll(typeof(Plugin), (string)null);
	}

	private static void Load(ConfigFile configuration)
	{
		//IL_0029: Unknown result type (might be due to invalid IL or missing references)
		//IL_0033: Expected O, but got Unknown
		sensitivity = configuration.Bind<float>("General", "Scope Sensitivity", 66.666664f, new ConfigDescription("Adjust this percentage to determine the mouse sensitivity for Railgunner's secondary skill. Set it to 100% to disable.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 200f), Array.Empty<object>())).Value / 100f;
		skill.mustKeyPress = !configuration.Bind<bool>("Other", "Change Firing Mode", false, "Allow the default variant to fire while button is held rather than only on initial key press. Useful for quick-scoping.").Value;
	}

	[HarmonyPatch(typeof(BaseScopeState), "OnEnter")]
	[HarmonyPostfix]
	private static void ApplySensitivity(BaseScopeState __instance)
	{
		if (((EntityState)__instance).isAuthority && ((EntityState)__instance).characterBody.isPlayerControlled)
		{
			multiplier = sensitivity;
		}
	}

	[HarmonyPatch(typeof(BaseScopeState), "OnExit")]
	[HarmonyPrefix]
	private static void RevertMultiplier(BaseScopeState __instance)
	{
		if (((EntityState)__instance).isAuthority && ((EntityState)__instance).characterBody.isPlayerControlled)
		{
			multiplier = 1f;
		}
	}

	[HarmonyPatch(typeof(CameraModeBase), "CollectLookInput")]
	[HarmonyPostfix]
	private static void AdjustInput(ref CollectLookInputResult result)
	{
		//IL_0007: Unknown result type (might be due to invalid IL or missing references)
		//IL_0011: Unknown result type (might be due to invalid IL or missing references)
		//IL_0016: Unknown result type (might be due to invalid IL or missing references)
		ref Vector2 lookInput = ref result.lookInput;
		lookInput *= multiplier;
	}
}