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 IL.RoR2;
using Mono.Cecil.Cil;
using MonoMod.Cil;
using On.RoR2;
using R2API;
using R2API.Utils;
using RoR2;
using RoR2.Artifacts;
[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("GestureEnigma")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+bf69db9a2c8e556808c9ab44fc1a27bf22af3c30")]
[assembly: AssemblyProduct("GestureEnigma")]
[assembly: AssemblyTitle("GestureEnigma")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace GestureEnigma;
[BepInDependency(/*Could not decode attribute arguments.*/)]
[BepInDependency(/*Could not decode attribute arguments.*/)]
[BepInPlugin("com.Moffein.GestureEnigma", "GestureEnigma", "1.0.2")]
[NetworkCompatibility(/*Could not decode attribute arguments.*/)]
public class Class1 : BaseUnityPlugin
{
[Serializable]
[CompilerGenerated]
private sealed class <>c
{
public static readonly <>c <>9 = new <>c();
public static Func<Instruction, bool> <>9__1_2;
public static Func<int, int> <>9__1_3;
public static Manipulator <>9__1_0;
public static hook_Init <>9__1_1;
internal void <Awake>b__1_0(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);
val.GotoNext(new Func<Instruction, bool>[1]
{
(Instruction x) => ILPatternMatchingExt.MatchLdsfld(x, typeof(Items), "AutoCastEquipment")
});
val.Index += 2;
val.EmitDelegate<Func<int, int>>((Func<int, int>)((int orig) => 0));
}
internal bool <Awake>b__1_2(Instruction x)
{
return ILPatternMatchingExt.MatchLdsfld(x, typeof(Items), "AutoCastEquipment");
}
internal int <Awake>b__1_3(int orig)
{
return 0;
}
internal void <Awake>b__1_1(orig_Init orig)
{
orig.Invoke();
Items.AutoCastEquipment.pickupToken = "GestureEnigma_Pickup";
Items.AutoCastEquipment.descriptionToken = "GestureEnigma_Desc";
}
}
public static bool autofireEnabled;
public void Awake()
{
//IL_008d: Unknown result type (might be due to invalid IL or missing references)
//IL_0092: Unknown result type (might be due to invalid IL or missing references)
//IL_0098: Expected O, but got Unknown
//IL_0047: Unknown result type (might be due to invalid IL or missing references)
//IL_004c: Unknown result type (might be due to invalid IL or missing references)
//IL_0052: Expected O, but got Unknown
autofireEnabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Settings", "Enable Autofire (Client-Side)", false, "Gesture autofires equipment.").Value;
if (!autofireEnabled)
{
object obj = <>c.<>9__1_0;
if (obj == null)
{
Manipulator val = delegate(ILContext il)
{
//IL_0002: Unknown result type (might be due to invalid IL or missing references)
//IL_0008: Expected O, but got Unknown
ILCursor val3 = new ILCursor(il);
val3.GotoNext(new Func<Instruction, bool>[1]
{
(Instruction x) => ILPatternMatchingExt.MatchLdsfld(x, typeof(Items), "AutoCastEquipment")
});
val3.Index += 2;
val3.EmitDelegate<Func<int, int>>((Func<int, int>)((int orig) => 0));
};
<>c.<>9__1_0 = val;
obj = (object)val;
}
EquipmentSlot.MyFixedUpdate += (Manipulator)obj;
}
LanguageAPI.Add("GestureEnigma_Pickup", "Dramatically reduce Equipment cooldown... <color=#FF7F7F>BUT it is randomized after each activation.</color>");
LanguageAPI.Add("GestureEnigma_Desc", "<style=cIsUtility>Reduce Equipment cooldown</style> by <style=cIsUtility>50%</style> <style=cStack>(+15% per stack)</style>. Forces your Equipment to change to a <style=cIsHealth>random Equipment</style> whenever it is <style=cIsUtility>activated</style>.");
object obj2 = <>c.<>9__1_1;
if (obj2 == null)
{
hook_Init val2 = delegate(orig_Init orig)
{
orig.Invoke();
Items.AutoCastEquipment.pickupToken = "GestureEnigma_Pickup";
Items.AutoCastEquipment.descriptionToken = "GestureEnigma_Desc";
};
<>c.<>9__1_1 = val2;
obj2 = (object)val2;
}
ItemCatalog.Init += (hook_Init)obj2;
EquipmentSlot.onServerEquipmentActivated += EquipmentSlot_onServerEquipmentActivated;
}
private static void EquipmentSlot_onServerEquipmentActivated(EquipmentSlot equipmentSlot, EquipmentIndex equipmentIndex)
{
//IL_001f: Unknown result type (might be due to invalid IL or missing references)
if (equipmentSlot.characterBody.inventory.GetItemCount(Items.AutoCastEquipment) > 0)
{
EnigmaArtifactManager.OnServerEquipmentActivated(equipmentSlot, equipmentIndex);
}
}
}