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 Microsoft.CodeAnalysis;
using R2API;
using RoR2;
using RoR2.Skills;
using RoR2.UI;
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("ExamplePlugin")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("ExamplePlugin")]
[assembly: AssemblyTitle("ExamplePlugin")]
[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.BanditRevolverPrimary", "BanditRevolverPrimary", "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_012f: Unknown result type (might be due to invalid IL or missing references)
//IL_0153: Unknown result type (might be due to invalid IL or missing references)
//IL_015d: Expected O, but got Unknown
//IL_015e: Unknown result type (might be due to invalid IL or missing references)
//IL_0160: Unknown result type (might be due to invalid IL or missing references)
GameObject val = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Bandit2/Bandit2Body.prefab").WaitForCompletion();
LanguageAPI.Add("COMMANDO_PRIMARY_SIMPLEBULLET_NAME", "Bullseye");
LanguageAPI.Add("COMMANDO_PRIMARY_SIMPLEBULLET_DESCRIPTION", "Fire a revolver round for <style=cIsDamage>500% damage</style>.");
SkillDef val2 = ScriptableObject.CreateInstance<SkillDef>();
val2.activationState = new SerializableEntityStateType(typeof(SimpleBulletAttack));
val2.activationStateMachineName = "Weapon";
val2.baseMaxStock = 0;
val2.baseRechargeInterval = 0f;
val2.beginSkillCooldownOnSkillEnd = true;
val2.canceledFromSprinting = false;
val2.cancelSprintingOnActivation = true;
val2.fullRestockOnAssign = true;
val2.interruptPriority = (InterruptPriority)0;
val2.isCombatSkill = true;
val2.mustKeyPress = false;
val2.rechargeStock = 0;
val2.requiredStock = 0;
val2.stockToConsume = 0;
val2.icon = Addressables.LoadAssetAsync<Sprite>((object)"RoR2/Junk/Bandit/texBanditSkill1Icon.png").WaitForCompletion();
val2.skillDescriptionToken = "COMMANDO_PRIMARY_SIMPLEBULLET_DESCRIPTION";
val2.skillName = "COMMANDO_PRIMARY_SIMPLEBULLET_NAME";
val2.skillNameToken = "COMMANDO_PRIMARY_SIMPLEBULLET_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;
int num = skillFamily.variants.Length - 1;
Variant val3 = new Variant
{
skillDef = val2,
unlockableName = ""
};
((Variant)(ref val3)).viewableNode = new Node(val2.skillNameToken, false, (Node)null);
variants[num] = val3;
}
}
}
namespace CustomSkillsTutorial.MyEntityStates
{
public class SimpleBulletAttack : BaseSkillState
{
public float baseDuration = 1f;
private float duration;
public float revolverDuration;
public GameObject crosshairOverridePrefab = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Bandit2/Bandit2CrosshairPrepRevolverFire.prefab").WaitForCompletion();
private Animator animator;
private int bodySideWeaponLayerIndex;
private OverrideRequest crosshairOverrideRequest;
public GameObject hitEffectPrefab = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Bandit2/HitsparkBandit2Pistol.prefab").WaitForCompletion();
public GameObject tracerEffectPrefab = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Bandit2/TracerBanditPistol.prefab").WaitForCompletion();
public GameObject baseSidearmState = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Bandit2/EntityStates.Bandit2.Weapon.BaseSidearmState.asset").WaitForCompletion();
public override void OnEnter()
{
//IL_004f: Unknown result type (might be due to invalid IL or missing references)
//IL_0054: Unknown result type (might be due to invalid IL or missing references)
//IL_0056: Unknown result type (might be due to invalid IL or missing references)
//IL_0129: Unknown result type (might be due to invalid IL or missing references)
//IL_012e: Unknown result type (might be due to invalid IL or missing references)
//IL_013a: Unknown result type (might be due to invalid IL or missing references)
//IL_0146: 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_014e: Unknown result type (might be due to invalid IL or missing references)
//IL_0153: Unknown result type (might be due to invalid IL or missing references)
//IL_0156: 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_016c: Unknown result type (might be due to invalid IL or missing references)
//IL_017d: Unknown result type (might be due to invalid IL or missing references)
//IL_0184: Unknown result type (might be due to invalid IL or missing references)
//IL_018f: Unknown result type (might be due to invalid IL or missing references)
//IL_01a6: Unknown result type (might be due to invalid IL or missing references)
//IL_01b1: Unknown result type (might be due to invalid IL or missing references)
//IL_01b3: Unknown result type (might be due to invalid IL or missing references)
//IL_01b8: Unknown result type (might be due to invalid IL or missing references)
//IL_01c4: Unknown result type (might be due to invalid IL or missing references)
//IL_01cf: Unknown result type (might be due to invalid IL or missing references)
//IL_01db: Unknown result type (might be due to invalid IL or missing references)
//IL_01e7: Unknown result type (might be due to invalid IL or missing references)
//IL_01ee: Unknown result type (might be due to invalid IL or missing references)
//IL_01f4: Unknown result type (might be due to invalid IL or missing references)
//IL_01f9: Unknown result type (might be due to invalid IL or missing references)
//IL_01fe: Unknown result type (might be due to invalid IL or missing references)
//IL_0205: Unknown result type (might be due to invalid IL or missing references)
((BaseState)this).OnEnter();
((EntityState)this).skillLocator.primary.finalRechargeInterval = ((EntityState)this).skillLocator.primary.baseRechargeInterval / ((BaseState)this).attackSpeedStat;
animator = ((EntityState)this).GetModelAnimator();
duration = baseDuration / ((BaseState)this).attackSpeedStat;
Ray aimRay = ((BaseState)this).GetAimRay();
((BaseState)this).StartAimMode(aimRay, 2f, false);
bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon");
animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f);
((EntityState)this).PlayAnimation("Gesture, Additive", "FireSideWeapon", "FireSideWeapon.playbackRate", duration);
((EntityState)this).PlayAnimation("Gesture, Additive", "FireSideWeapon", "FireSideWeapon.playbackRate", duration);
Util.PlaySound(FireBarrage.fireBarrageSoundString, ((EntityState)this).gameObject);
((BaseState)this).AddRecoil(-2f, -8f, -2f, -3f);
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 = 1.2f,
damage = ((EntityState)this).characterBody.damage * 5f,
force = 4f,
falloffModel = (FalloffModel)1,
tracerEffectPrefab = tracerEffectPrefab,
muzzleName = "MuzzlePistol",
hitEffectPrefab = hitEffectPrefab,
isCrit = ((BaseState)this).RollCrit(),
HitEffectNormal = false,
stopperMask = ((LayerIndex)(ref LayerIndex.world)).mask,
smartCollision = true,
maxDistance = 9000f
}.Fire();
}
}
public override async void OnExit()
{
<>n__0();
}
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;
}
[CompilerGenerated]
[DebuggerHidden]
private void <>n__0()
{
((EntityState)this).OnExit();
}
}
}