Decompiled source of ArthursCommandoTweaks v1.0.0

ArthursCommandoTweaks.dll

Decompiled 4 hours ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using ArthursCommandoTweaks.Skills;
using BepInEx;
using EntityStates;
using EntityStates.Commando;
using EntityStates.Commando.CommandoWeapon;
using On.EntityStates;
using On.EntityStates.Commando;
using R2API;
using RoR2;
using RoR2.Projectile;
using RoR2.Skills;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("ArthursCommandoTweaks")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("ArthursCommandoTweaks")]
[assembly: AssemblyCopyright("Copyright ©  2026")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("adb1c7b9-72cc-48d3-b74f-a6c4185de018")]
[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 ArthursCommandoTweaks
{
	[BepInPlugin("com.asteristired.commandotweaks", "Arthurs Commando Tweaks", "0.0.1")]
	public class ArthurCommandoTweaks : BaseUnityPlugin
	{
		public void Awake()
		{
			RoR2Application.onLoad = (Action)Delegate.Combine(RoR2Application.onLoad, new Action(OnLoad));
		}

		public void OnLoad()
		{
			FragGrenade.Apply();
			TacticalDive.Apply();
			PhaseRound.Apply();
		}
	}
}
namespace ArthursCommandoTweaks.Skills
{
	internal class PhaseRound
	{
		public static void Apply()
		{
			ChangeSkillDef();
			Hook();
		}

		protected static void Hook()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Expected O, but got Unknown
			GenericProjectileBaseState.OnEnter += new hook_OnEnter(OnShoot);
		}

		private static void OnShoot(orig_OnEnter orig, GenericProjectileBaseState self)
		{
			if (self is FireFMJ)
			{
				self.damageCoefficient = 3.6f;
			}
			orig.Invoke(self);
		}

		protected static void ChangeSkillDef()
		{
			//IL_0042: Unknown result type (might be due to invalid IL or missing references)
			foreach (GameObject allBodyPrefab in BodyCatalog.allBodyPrefabs)
			{
				if (((Object)allBodyPrefab).name != "CommandoBody")
				{
					continue;
				}
				Variant[] variants = allBodyPrefab.GetComponent<SkillLocator>().secondary.skillFamily.variants;
				for (int i = 0; i < variants.Length; i++)
				{
					SkillDef skillDef = variants[i].skillDef;
					if (skillDef.skillNameToken == "COMMANDO_SECONDARY_NAME")
					{
						LanguageAPI.Add(skillDef.skillDescriptionToken, "Fire a <style=cIsDamage>piercing</style> bullet for <style=cIsDamage>360% damage</style>. Deals <style=cIsDamage>40%</style> more damage every time it passes through an enemy.");
					}
				}
			}
		}
	}
	internal class TacticalDive
	{
		public static void Apply()
		{
			ChangeSkillDef();
			Hook();
		}

		protected static void Hook()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Expected O, but got Unknown
			DodgeState.OnEnter += new hook_OnEnter(OnDodgeStateEnter);
		}

		private static void OnDodgeStateEnter(orig_OnEnter orig, DodgeState self)
		{
			((Component)((EntityState)self).outer).GetComponent<CharacterBody>().AddTimedBuff(Buffs.ArmorBoost, self.duration);
			orig.Invoke(self);
		}

		protected static void ChangeSkillDef()
		{
			//IL_0042: Unknown result type (might be due to invalid IL or missing references)
			foreach (GameObject allBodyPrefab in BodyCatalog.allBodyPrefabs)
			{
				if (((Object)allBodyPrefab).name != "CommandoBody")
				{
					continue;
				}
				Variant[] variants = allBodyPrefab.GetComponent<SkillLocator>().utility.skillFamily.variants;
				for (int i = 0; i < variants.Length; i++)
				{
					SkillDef skillDef = variants[i].skillDef;
					if (skillDef.skillNameToken == "COMMANDO_UTILITY_NAME")
					{
						LanguageAPI.Add(skillDef.skillDescriptionToken, "<style=cIsUtility>Roll</style> a short distance. You gain <style=cIsUtility>armor while rolling</style>.");
					}
				}
			}
		}
	}
	internal class FragGrenade
	{
		public static void Apply()
		{
			ChangeSkillDef();
			ChangeProj();
			Hook();
		}

		protected static void Hook()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Expected O, but got Unknown
			GenericProjectileBaseState.OnEnter += new hook_OnEnter(GenericProjectileBaseState_OnEnter);
		}

		protected static void ChangeSkillDef()
		{
			//IL_0045: Unknown result type (might be due to invalid IL or missing references)
			foreach (GameObject allBodyPrefab in BodyCatalog.allBodyPrefabs)
			{
				if (((Object)allBodyPrefab).name != "CommandoBody")
				{
					continue;
				}
				Variant[] variants = allBodyPrefab.GetComponent<SkillLocator>().special.skillFamily.variants;
				for (int i = 0; i < variants.Length; i++)
				{
					SkillDef skillDef = variants[i].skillDef;
					if (skillDef.skillNameToken == "COMMANDO_SPECIAL_ALT1_NAME")
					{
						skillDef.keywordTokens = new string[1] { "KEYWORD_IGNITE" };
						LanguageAPI.Add(skillDef.skillDescriptionToken, "<style=cIsDamage>Ignite</style>. Throw a grenade that explodes for <style=cIsDamage>600% damage</style>. Explodes on enemy contact. Can hold up to 2.");
					}
				}
			}
		}

		protected static void GenericProjectileBaseState_OnEnter(orig_OnEnter orig, GenericProjectileBaseState self)
		{
			if (self is ThrowGrenade)
			{
				self.damageCoefficient = 6f;
			}
			orig.Invoke(self);
		}

		protected static void ChangeProj()
		{
			//IL_0017: Unknown result type (might be due to invalid IL or missing references)
			//IL_0034: Unknown result type (might be due to invalid IL or missing references)
			//IL_0039: Unknown result type (might be due to invalid IL or missing references)
			GameObject projectilePrefab = ProjectileCatalog.GetProjectilePrefab(ProjectileCatalog.FindProjectileIndex("CommandoGrenadeProjectile"));
			ProjectileImpactExplosion component = projectilePrefab.GetComponent<ProjectileImpactExplosion>();
			((ProjectileExplosion)component).falloffModel = (FalloffModel)0;
			component.destroyOnEnemy = true;
			component.detonateOnEnemy = true;
			projectilePrefab.GetComponent<ProjectileDamage>().damageType = DamageTypeCombo.op_Implicit((DamageType)128);
			SphereCollider component2 = projectilePrefab.GetComponent<SphereCollider>();
			component2.radius *= 1.5f;
		}
	}
}