Decompiled source of Alt REX M1 v1.2.0

DirectiveObliterate.dll

Decompiled 2 weeks ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using CustomSkillsTutorial.MyEntityStates;
using EntityStates;
using EntityStates.Commando.CommandoWeapon;
using EntityStates.Treebot.Weapon;
using Microsoft.CodeAnalysis;
using R2API;
using RoR2;
using RoR2.Skills;
using UnityEngine;
using UnityEngine.AddressableAssets;

[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=v2.0", FrameworkDisplayName = ".NET Standard 2.0")]
[assembly: AssemblyCompany("DirectiveObliterate")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("DirectiveObliterate")]
[assembly: AssemblyTitle("DirectiveObliterate")]
[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 ExamplePlugin
{
	internal static class Log
	{
		private static ManualLogSource _logSource;

		internal static void Init(ManualLogSource logSource)
		{
			_logSource = logSource;
		}

		internal static void Debug(object data)
		{
			_logSource.LogDebug(data);
		}

		internal static void Error(object data)
		{
			_logSource.LogError(data);
		}

		internal static void Fatal(object data)
		{
			_logSource.LogFatal(data);
		}

		internal static void Info(object data)
		{
			_logSource.LogInfo(data);
		}

		internal static void Message(object data)
		{
			_logSource.LogMessage(data);
		}

		internal static void Warning(object data)
		{
			_logSource.LogWarning(data);
		}
	}
}
namespace CustomSkillsTutorial
{
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInPlugin("com.MelonGoonsquad.Alternate_REX_M1", "Alternate_REX_M1", "1.0.0")]
	public class CustomSkillTutorial : BaseUnityPlugin
	{
		public void Awake()
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0046: Unknown result type (might be due to invalid IL or missing references)
			//IL_004b: Unknown result type (might be due to invalid IL or missing references)
			//IL_008b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00be: Unknown result type (might be due to invalid IL or missing references)
			//IL_0126: Unknown result type (might be due to invalid IL or missing references)
			//IL_013e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0148: Expected O, but got Unknown
			//IL_0149: Unknown result type (might be due to invalid IL or missing references)
			//IL_014b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0159: Unknown result type (might be due to invalid IL or missing references)
			//IL_0166: Unknown result type (might be due to invalid IL or missing references)
			//IL_016b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0183: Unknown result type (might be due to invalid IL or missing references)
			//IL_018d: Expected O, but got Unknown
			//IL_018e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0190: Unknown result type (might be due to invalid IL or missing references)
			GameObject val = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Treebot/TreebotBody.prefab").WaitForCompletion();
			LanguageAPI.Add("TREEBOT_PRIMARY_SNIPER_NAME", "DIRECTIVE: Obliterate");
			LanguageAPI.Add("TREEBOT_PRIMARY_SNIPER_DESCRIPTION", "Fire a powerful shot for <style=cIsDamage>900% damage</style> and <color=#E5C962>weakens</color> enemies. <color=#FF7F7F>Does not heal.</color>");
			SkillDef val2 = ScriptableObject.CreateInstance<SkillDef>();
			val2.activationState = new SerializableEntityStateType(typeof(SimpleBulletAttack));
			val2.activationStateMachineName = "Weapon";
			val2.baseMaxStock = 1;
			val2.baseRechargeInterval = 0f;
			val2.beginSkillCooldownOnSkillEnd = true;
			val2.canceledFromSprinting = false;
			val2.cancelSprintingOnActivation = true;
			val2.fullRestockOnAssign = true;
			val2.interruptPriority = (InterruptPriority)0;
			val2.isCombatSkill = true;
			val2.mustKeyPress = true;
			val2.rechargeStock = 1;
			val2.requiredStock = 1;
			val2.stockToConsume = 1;
			val2.icon = Addressables.LoadAssetAsync<Sprite>((object)"RoR2/Junk/UI/texHuntressSkill4Icon.png").WaitForCompletion();
			val2.skillDescriptionToken = "TREEBOT_PRIMARY_SNIPER_DESCRIPTION";
			val2.skillName = "TREEBOT_PRIMARY_SNIPER_NAME";
			val2.skillNameToken = "TREEBOT_PRIMARY_SNIPER_NAME";
			ContentAddition.AddSkillDef(val2);
			SkillLocator component = val.GetComponent<SkillLocator>();
			SkillFamily skillFamily = component.primary.skillFamily;
			Array.Resize(ref skillFamily.variants, skillFamily.variants.Length + 1);
			Variant[] variants = skillFamily.variants;
			Variant val3 = new Variant
			{
				skillDef = val2
			};
			((Variant)(ref val3)).viewableNode = new Node(val2.skillNameToken, false, (Node)null);
			variants[0] = val3;
			Variant[] variants2 = skillFamily.variants;
			val3 = new Variant
			{
				skillDef = Addressables.LoadAssetAsync<SkillDef>((object)"RoR2/Base/Treebot/TreebotBodyFireSyringe.asset").WaitForCompletion()
			};
			((Variant)(ref val3)).viewableNode = new Node(val2.skillNameToken, false, (Node)null);
			variants2[1] = val3;
		}
	}
}
namespace CustomSkillsTutorial.MyEntityStates
{
	public class SimpleBulletAttack : BaseSkillState
	{
		public float baseDuration = 1.5f;

		private float duration;

		public float fractionOfDamage;

		public GameObject hitEffectPrefab = FireSyringe.finalProjectilePrefab;

		public GameObject tracerEffectPrefab = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/DLC1/Railgunner/TracerRailgun.prefab").WaitForCompletion();

		public override void OnEnter()
		{
			//IL_001c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0021: Unknown result type (might be due to invalid IL or missing references)
			//IL_0023: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00db: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fe: Unknown result type (might be due to invalid IL or missing references)
			//IL_0109: Unknown result type (might be due to invalid IL or missing references)
			//IL_0120: Unknown result type (might be due to invalid IL or missing references)
			//IL_012b: Unknown result type (might be due to invalid IL or missing references)
			//IL_012d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0132: Unknown result type (might be due to invalid IL or missing references)
			//IL_013e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0149: Unknown result type (might be due to invalid IL or missing references)
			//IL_0155: Unknown result type (might be due to invalid IL or missing references)
			//IL_0161: Unknown result type (might be due to invalid IL or missing references)
			//IL_0168: Unknown result type (might be due to invalid IL or missing references)
			//IL_016e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0173: Unknown result type (might be due to invalid IL or missing references)
			//IL_0178: Unknown result type (might be due to invalid IL or missing references)
			//IL_017f: Unknown result type (might be due to invalid IL or missing references)
			//IL_018b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0191: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			duration = baseDuration / ((BaseState)this).attackSpeedStat;
			Ray aimRay = ((BaseState)this).GetAimRay();
			((BaseState)this).StartAimMode(aimRay, 2f, false);
			((EntityState)this).PlayAnimation("Gesture, Additive", "FireSyringe");
			Util.PlaySound(FireBarrage.fireBarrageSoundString, ((EntityState)this).gameObject);
			((BaseState)this).AddRecoil(-6f, -15f, 0f, 0f);
			if (Object.op_Implicit((Object)(object)FireBarrage.effectPrefab))
			{
				EffectManager.SimpleMuzzleFlash(FireBarrage.effectPrefab, ((EntityState)this).gameObject, "MuzzleRight", false);
			}
			if (((EntityState)this).isAuthority)
			{
				new BulletAttack
				{
					owner = ((EntityState)this).gameObject,
					weapon = ((EntityState)this).gameObject,
					origin = ((Ray)(ref aimRay)).origin,
					aimVector = ((Ray)(ref aimRay)).direction,
					minSpread = 0f,
					maxSpread = ((EntityState)this).characterBody.spreadBloomAngle,
					bulletCount = 1u,
					procCoefficient = 1f,
					damage = ((EntityState)this).characterBody.damage * 9f,
					force = 3f,
					falloffModel = (FalloffModel)0,
					tracerEffectPrefab = tracerEffectPrefab,
					muzzleName = FireSyringe.muzzleName,
					hitEffectPrefab = hitEffectPrefab,
					isCrit = ((BaseState)this).RollCrit(),
					HitEffectNormal = false,
					stopperMask = ((LayerIndex)(ref LayerIndex.world)).mask,
					smartCollision = true,
					maxDistance = 3000f,
					damageType = (DamageType)16384
				}.Fire();
			}
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)1;
		}
	}
}