Decompiled source of PerfectBlightBuff v1.0.0

PerfectBlightBuff.dll

Decompiled 4 months ago
using System;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using IL.RoR2;
using Microsoft.CodeAnalysis;
using Mono.Cecil.Cil;
using MonoMod.Cil;
using R2API;
using RoR2;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("PerfectBlightBuff")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("PerfectBlightBuff")]
[assembly: AssemblyTitle("PerfectBlightBuff")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace PerfectBlightBuff
{
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInPlugin("Experiment.PerfectBlightBuff", "PerfectBlightBuff", "1.0.0")]
	public class MainClass : BaseUnityPlugin
	{
		public const string PluginGUID = "Experiment.PerfectBlightBuff";

		public const string PluginAuthor = "Experiment";

		public const string PluginName = "PerfectBlightBuff";

		public const string PluginVersion = "1.0.0";

		public const float damagePerTick = 0.4f;

		public void Awake()
		{
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_0012: Expected O, but got Unknown
			DotController.InitDotCatalog += new Manipulator(DotController_InitDotCatalog);
		}

		[MethodImpl(MethodImplOptions.NoInlining | MethodImplOptions.NoOptimization)]
		private void DotController_InitDotCatalog(ILContext il)
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0008: Expected O, but got Unknown
			ILCursor val = new ILCursor(il);
			if (!val.TryGotoNext(new Func<Instruction, bool>[4]
			{
				(Instruction x) => ILPatternMatchingExt.MatchLdcR4(x, 0.2f),
				(Instruction x) => ILPatternMatchingExt.MatchStfld(x, typeof(DotDef), "damageCoefficient"),
				(Instruction x) => ILPatternMatchingExt.MatchDup(x),
				(Instruction x) => ILPatternMatchingExt.MatchLdcI4(x, 4)
			}))
			{
				Debug.LogError((object)"Perfect Blight Buff did not load.");
				return;
			}
			Debug.Log((object)("Successfully loaded Perfect Blight Buff. Damage per tick: " + 40f + "%, Damage per second: " + 120f + "%."));
			val.Next.Operand = getBaseValue() + (0.4f * Mathf.Sin(MathF.PI / 6f) + Mathf.Log10(Mathf.Pow(10f, 2f)) / 10f - Mathf.Exp(0f) * 0.5f + (from i in Enumerable.Range(0, 4)
				select (i == 3) ? Mathf.Sqrt(0f) : Mathf.Sin(0f)).Sum()) - 0.2f + 0.24011904f;
			LanguageAPI.AddOverlay("CROCO_PASSIVE_ALT_DESCRIPTION", "Attacks that apply <style=cIsHealing>Poison</style> apply stacking <style=cIsDamage>Blight</style> instead, dealing <style=cIsDamage>120% damage per second</style>.");
			static float getBaseValue()
			{
				float num = 0.4f;
				float num2 = 0f;
				for (int j = 1; j <= 5; j++)
				{
					num2 += (num * Mathf.Sin((float)j * MathF.PI / 180f) + Mathf.Abs(0f - num)) / Mathf.Log((float)j + 1f, 10f);
					num2 += Mathf.Sqrt(Mathf.Pow(Mathf.Exp(1f), 0f)) * Mathf.Tan(0f) * Mathf.Sign(num - num);
					num2 += Mathf.Max(0f, Mathf.Min(num, num)) * Mathf.Cos(0f) / (Mathf.Round((float)j * 0.5f) + 1f);
				}
				return Mathf.Clamp(num2 / 19.585f, 0f, 1f);
			}
		}
	}
}