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 Microsoft.CodeAnalysis;
using On.RoR2;
using RoR2;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETStandard,Version=v2.0", FrameworkDisplayName = ".NET Standard 2.0")]
[assembly: AssemblyCompany("ReplaceAWU")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("ReplaceAWU")]
[assembly: AssemblyTitle("ReplaceAWU")]
[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 ReplaceAWU
{
[BepInPlugin("com.Nuxlar.ReplaceAWU", "ReplaceAWU", "1.0.0")]
public class ReplaceAWU : BaseUnityPlugin
{
private GameObject chestPrefab = Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/GoldChest/GoldChest.prefab").WaitForCompletion();
public void Awake()
{
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
//IL_0011: Expected O, but got Unknown
Stage.Start += new hook_Start(ReplaceAWUStageStart);
}
private void ReplaceAWUStageStart(orig_Start orig, Stage self)
{
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
//IL_000c: Unknown result type (might be due to invalid IL or missing references)
//IL_0061: Unknown result type (might be due to invalid IL or missing references)
//IL_0067: Expected O, but got Unknown
//IL_007c: Unknown result type (might be due to invalid IL or missing references)
//IL_008c: 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_00c4: Unknown result type (might be due to invalid IL or missing references)
//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
orig.Invoke(self);
Scene activeScene = SceneManager.GetActiveScene();
if (((Scene)(ref activeScene)).name == "shipgraveyard" && Object.op_Implicit((Object)(object)Run.instance))
{
GameObject val = GameObject.Find("HOLDER: Boss Encounter");
if (Object.op_Implicit((Object)(object)val))
{
((Component)val.transform.GetChild(0)).gameObject.SetActive(false);
}
GameObject val2 = new GameObject("HOLDER: Gold Chest");
val2.transform.position = new Vector3(-92.2f, 12.2f, -29f);
val2.transform.rotation = Quaternion.identity;
if (NetworkServer.active)
{
GameObject obj = Object.Instantiate<GameObject>(chestPrefab, val2.transform);
obj.transform.localPosition = Vector3.zero;
obj.transform.localRotation = Quaternion.identity;
obj.transform.localEulerAngles = new Vector3(0f, 220f, 0f);
NetworkServer.Spawn(obj);
PurchaseInteraction component = obj.GetComponent<PurchaseInteraction>();
component.Networkcost = Run.instance.GetDifficultyScaledCost(component.cost);
}
}
}
}
}