using System;
using System.Collections.Generic;
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.Configuration;
using EntityStates;
using EntityStates.Mage.Weapon;
using On.EntityStates.Mage.Weapon;
using RoR2;
using RoR2.Skills;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Networking;
[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 = "")]
[assembly: AssemblyCompany("ArtificerM1Reload")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("ArtificerM1Reload")]
[assembly: AssemblyTitle("ArtificerM1Reload")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace ArtificerM1Reload
{
[BepInPlugin("com.Moffein.ArtificerM1Reload", "ArtificerM1Reload", "1.0.1")]
public class ArtificerM1Reload : BaseUnityPlugin
{
[Serializable]
[CompilerGenerated]
private sealed class <>c
{
public static readonly <>c <>9 = new <>c();
public static hook_OnEnter <>9__0_0;
internal void <Awake>b__0_0(orig_OnEnter orig, FireFireBolt self)
{
orig.Invoke(self);
MageStockController component = ((EntityState)self).gameObject.GetComponent<MageStockController>();
if (Object.op_Implicit((Object)(object)component))
{
component.FireSkill(self.duration);
}
}
}
public void Awake()
{
//IL_0011: Unknown result type (might be due to invalid IL or missing references)
//IL_0026: Unknown result type (might be due to invalid IL or missing references)
//IL_0030: Expected O, but got Unknown
//IL_0030: Expected O, but got Unknown
//IL_004a: Unknown result type (might be due to invalid IL or missing references)
//IL_005f: Unknown result type (might be due to invalid IL or missing references)
//IL_0069: Expected O, but got Unknown
//IL_0069: Expected O, but got Unknown
//IL_0083: Unknown result type (might be due to invalid IL or missing references)
//IL_0088: Unknown result type (might be due to invalid IL or missing references)
//IL_0096: Unknown result type (might be due to invalid IL or missing references)
//IL_009b: Unknown result type (might be due to invalid IL or missing references)
//IL_0101: Unknown result type (might be due to invalid IL or missing references)
//IL_0106: Unknown result type (might be due to invalid IL or missing references)
//IL_010c: Expected O, but got Unknown
MageStockController.graceDuration = ((BaseUnityPlugin)this).Config.Bind<float>(new ConfigDefinition("Stats", "Grace Duration"), 0.4f, new ConfigDescription("Time after firing before the reload starts. Ignored when out of stocks.", (AcceptableValueBase)null, Array.Empty<object>())).Value;
MageStockController.baseDuration = ((BaseUnityPlugin)this).Config.Bind<float>(new ConfigDefinition("Stats", "Reload Time"), 1f, new ConfigDescription("Time it takes to reload a shot.", (AcceptableValueBase)null, Array.Empty<object>())).Value;
GameObject val = LegacyResourcesAPI.Load<GameObject>("Prefabs/CharacterBodies/MageBody");
SkillDef val2 = Addressables.LoadAssetAsync<SkillDef>((object)"RoR2/Base/Mage/MageBodyFireFirebolt.asset").WaitForCompletion();
SkillDef val3 = Addressables.LoadAssetAsync<SkillDef>((object)"RoR2/Base/Mage/MageBodyFireLightningBolt.asset").WaitForCompletion();
MageStockController.StatePairs.Add(typeof(FireFireBolt), MageStockController.fireMuzzleflashEffectPrefab);
MageStockController.StatePairs.Add(typeof(FireLightningBolt), MageStockController.lightningMuzzleflashEffectPrefab);
val.AddComponent<MageStockController>();
val2.rechargeStock = 0;
val3.rechargeStock = 0;
object obj = <>c.<>9__0_0;
if (obj == null)
{
hook_OnEnter val4 = delegate(orig_OnEnter orig, FireFireBolt self)
{
orig.Invoke(self);
MageStockController component = ((EntityState)self).gameObject.GetComponent<MageStockController>();
if (Object.op_Implicit((Object)(object)component))
{
component.FireSkill(self.duration);
}
};
<>c.<>9__0_0 = val4;
obj = (object)val4;
}
FireFireBolt.OnEnter += (hook_OnEnter)obj;
}
}
public class MageStockController : MonoBehaviour
{
public static float graceDuration = 0.4f;
public static float baseDuration = 1f;
private CharacterBody body;
private SkillLocator skills;
private float reloadStopwatch;
private float delayStopwatch;
private bool rightMuzzle;
public static GameObject fireMuzzleflashEffectPrefab = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Mage/MuzzleflashMageFire.prefab").WaitForCompletion();
public static GameObject lightningMuzzleflashEffectPrefab = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/Mage/MuzzleflashMageLightning.prefab").WaitForCompletion();
public static GameObject iceMuzzleflashEffectPrefab = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Junk/Mage/MuzzleflashMageIce.prefab").WaitForCompletion();
public static Dictionary<Type, GameObject> StatePairs = new Dictionary<Type, GameObject>();
private void Awake()
{
body = ((Component)this).GetComponent<CharacterBody>();
skills = ((Component)this).GetComponent<SkillLocator>();
reloadStopwatch = 0f;
delayStopwatch = 0f;
rightMuzzle = true;
}
private void FixedUpdate()
{
//IL_004a: Unknown result type (might be due to invalid IL or missing references)
//IL_004f: Unknown result type (might be due to invalid IL or missing references)
if (!((NetworkBehaviour)skills).hasAuthority)
{
return;
}
if (skills.primary.stock < skills.primary.maxStock)
{
Dictionary<Type, GameObject> statePairs = StatePairs;
SerializableEntityStateType activationState = skills.primary.activationState;
if (statePairs.ContainsKey(((SerializableEntityStateType)(ref activationState)).stateType))
{
if (skills.primary.stock <= 0)
{
delayStopwatch = 0f;
}
if (delayStopwatch > 0f)
{
delayStopwatch -= Time.fixedDeltaTime;
return;
}
reloadStopwatch -= Time.fixedDeltaTime;
if (reloadStopwatch <= 0f)
{
reloadStopwatch += baseDuration / body.attackSpeed;
skills.primary.AddOneStock();
Util.PlaySound("Play_railgunner_m2_reload_basic", ((Component)this).gameObject);
ShowReloadVFX();
if (skills.primary.stock > skills.primary.maxStock)
{
skills.primary.stock = skills.primary.maxStock;
}
}
return;
}
}
reloadStopwatch = baseDuration / body.attackSpeed;
}
public void FireSkill(float duration)
{
delayStopwatch = graceDuration;
reloadStopwatch = baseDuration / body.attackSpeed;
}
private void ShowReloadVFX()
{
//IL_0013: Unknown result type (might be due to invalid IL or missing references)
//IL_0018: Unknown result type (might be due to invalid IL or missing references)
GameObject value = null;
Dictionary<Type, GameObject> statePairs = StatePairs;
SerializableEntityStateType activationState = skills.primary.activationState;
statePairs.TryGetValue(((SerializableEntityStateType)(ref activationState)).stateType, out value);
if (Object.op_Implicit((Object)(object)value))
{
EffectManager.SimpleMuzzleFlash(value, ((Component)this).gameObject, rightMuzzle ? "MuzzleRight" : "MuzzleLeft", true);
}
rightMuzzle = !rightMuzzle;
}
}
}
namespace R2API.Utils
{
[AttributeUsage(AttributeTargets.Assembly)]
public class ManualNetworkRegistrationAttribute : Attribute
{
}
}