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;
}
}