using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using GameNetcodeStuff; using Microsoft.CodeAnalysis; using UnityEngine; [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("InteriorModActions")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("InteriorModActions")] [assembly: AssemblyTitle("InteriorModActions")] [assembly: AssemblyVersion("1.0.0.0")] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)] internal sealed class NullableAttribute : Attribute { public readonly byte[] NullableFlags; public NullableAttribute(byte P_0) { NullableFlags = new byte[1] { P_0 }; } public NullableAttribute(byte[] P_0) { NullableFlags = P_0; } } [CompilerGenerated] [Embedded] [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)] internal sealed class NullableContextAttribute : Attribute { public readonly byte Flag; public NullableContextAttribute(byte P_0) { Flag = P_0; } } } namespace InteriorModActions { public class RnadomizerValue : GrabbableObject { public int scrapValueTemp; public AnimationCurve? randomValue; public ScanNodeProperties? _scanNodeProperties; public bool hasChangedValue = false; private void Awake() { if (!hasChangedValue && base.scrapValue < 20) { ((MonoBehaviour)this).StartCoroutine(WaitTillValue()); } } public IEnumerator WaitTillValue() { yield return (object)new WaitForSeconds(5f); float value = Random.Range(0f, 10f); scrapValueTemp = Mathf.RoundToInt(randomValue.Evaluate(value)); base.scrapValue = scrapValueTemp; _scanNodeProperties.scrapValue = base.scrapValue; hasChangedValue = true; } } internal class DeloadObj : MonoBehaviour { public int playerAmount; [Header("Different Components")] public Light? _light; public AudioSource? _source; public List? _lights; public bool isCandles; public bool isLight; public BreakerBox? _breakerBox; public List? allPlayers; public SphereCollider? _sphereCollider; private void Start() { ((MonoBehaviour)this).StartCoroutine(DoChecks()); allPlayers = new List(Object.FindObjectsOfType()); } private void Update() { //IL_0034: Unknown result type (might be due to invalid IL or missing references) //IL_003f: Unknown result type (might be due to invalid IL or missing references) //IL_0044: Unknown result type (might be due to invalid IL or missing references) //IL_0049: Unknown result type (might be due to invalid IL or missing references) bool flag = false; for (int i = 0; i < allPlayers.Count; i++) { if (allPlayers[i].isPlayerControlled) { Vector3 val = ((Component)allPlayers[i]).gameObject.transform.position - ((Component)this).transform.position; if (((Vector3)(ref val)).magnitude < 50f) { flag = true; break; } } } if (flag) { if ((Object)(object)_source != (Object)null) { ((Behaviour)_source).enabled = true; } if ((Object)(object)_light != (Object)null && _breakerBox.leversSwitchedOff == 0) { ((Behaviour)_light).enabled = true; } else { if (!isCandles) { return; } if (isLight && _breakerBox.leversSwitchedOff == 0) { RemoveElements(); { foreach (Light light in _lights) { ((Behaviour)light).enabled = true; } return; } } if (isLight) { return; } RemoveElements(); { foreach (Light light2 in _lights) { ((Behaviour)light2).enabled = true; } return; } } return; } if ((Object)(object)_source != (Object)null) { ((Behaviour)_source).enabled = false; } if ((Object)(object)_light != (Object)null) { ((Behaviour)_light).enabled = false; } else { if (!isCandles) { return; } RemoveElements(); foreach (Light light3 in _lights) { ((Behaviour)light3).enabled = false; } } } public void RemoveElements() { for (int i = 0; i < _lights.Count; i++) { if ((Object)(object)_lights[i] == (Object)null) { _lights.RemoveAt(i); } } } public IEnumerator DoChecks() { _breakerBox = Object.FindAnyObjectByType(); _sphereCollider = ((Component)this).gameObject.GetComponent(); yield return (object)new WaitForSeconds(1f); if ((Object)(object)_breakerBox == (Object)null) { ((MonoBehaviour)this).StartCoroutine(DoChecks()); } } } }