using System; using System.Collections.Generic; using System.ComponentModel; using System.Diagnostics; using System.IO; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Security; using System.Security.Permissions; using System.Xml.Serialization; using BepInEx; using BepInEx.Logging; using EF.BuffSystem; using EF.Essential.BuffSystem; using EF.Essential.PostSystem; using EF.PostSystem; using FistVR; using HarmonyLib; using OtherLoader; using Sodalite.Api; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; [assembly: Debuggable(DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("0.0.0.0")] [module: UnverifiableCode] namespace EF.Essential.BuffSystem { public struct BuffEffect { public bool isAddHealthPercent; public float AddHealthPercent; public bool isRemoveBleeding; public bool isBleedingKillers; public float BleedingKillersTime; public bool isLowHealthKillers; public float LowHealthKillersTime; public bool isTremor; public float TremorTime; public bool isFracture; public float FractureTime; public bool isTunnelvision; public float TunnelvisionTime; public bool isRemovePain; public bool isPainkillers; public float PainkillersTime; public LevelBuff Pain; public LevelBuff Bleeding; public LevelBuff SpeedUp; public LevelBuff StrengthUp; public LevelBuff ContinuedHeal; public LevelBuff DamageResist; public LevelBuff DamageScaler; public LevelBuff AddMaxHealth; public float MaxHealthReducePercent; public BuffEffect(bool ignore = false) { isAddHealthPercent = false; AddHealthPercent = 0f; isRemoveBleeding = false; isBleedingKillers = false; BleedingKillersTime = 0f; isLowHealthKillers = false; LowHealthKillersTime = 0f; isTremor = false; TremorTime = 0f; isFracture = false; FractureTime = 0f; isTunnelvision = false; TunnelvisionTime = 0f; isRemovePain = false; isPainkillers = false; PainkillersTime = 0f; Pain = default(LevelBuff); Bleeding = default(LevelBuff); SpeedUp = default(LevelBuff); StrengthUp = default(LevelBuff); ContinuedHeal = default(LevelBuff); DamageResist = default(LevelBuff); DamageScaler = default(LevelBuff); AddMaxHealth = default(LevelBuff); MaxHealthReducePercent = 0f; } } public struct BuffItem { public int PowerupType; public BuffEffect Effect; public float DelayedEffectTime; public BuffEffect DelayedEffect; public BuffItem(bool ignore = false) { PowerupType = 0; Effect = default(BuffEffect); DelayedEffect = default(BuffEffect); DelayedEffectTime = 0f; } } public struct BuffStat { public bool isBleedingKillers; public float BleedingKillersTime; public bool isLowHealthKillers; public float LowHealthKillersTime; public bool isTremor; public float TremorTime; public bool isFracture; public float FractureTime; public bool isTunnelvision; public float TunnelvisionTime; public bool isPainkillers; public float PainkillersTime; public List PainList; public List BleedingList; public List SpeedUpList; public List StrengthUpList; public List ContinuedHealList; public List DamageResistList; public List DamageScalerList; public List AddMaxHealthList; public float MaxHealthReducePercent; public BuffStat(bool ignore = false) { isBleedingKillers = false; BleedingKillersTime = 0f; isLowHealthKillers = false; LowHealthKillersTime = 0f; isFracture = false; FractureTime = 0f; isTremor = false; TremorTime = 0f; isTunnelvision = false; TunnelvisionTime = 0f; isPainkillers = false; PainkillersTime = 0f; PainList = new List(); SpeedUpList = new List(); StrengthUpList = new List(); BleedingList = new List(); ContinuedHealList = new List(); DamageResistList = new List(); DamageScalerList = new List(); AddMaxHealthList = new List(); MaxHealthReducePercent = 0f; } } } namespace EF.Essential.PatchSystem { public class BuffSystemPatch : PatchPlugin { public List BuffItemsList = new List(); public override void DoPatch() { foreach (BuffItem buffItems in BuffItemsList) { if (GlobalBuffItemList.GetInstance().List.ContainsKey(buffItems.PowerupType)) { Console.Write("BuffSystemPatch:{0}:Duplicate item define!!!{1}", PatchName, buffItems.PowerupType); } else { GlobalBuffItemList.GetInstance().List.Add(buffItems.PowerupType, buffItems); } } } } } namespace EF.Essential.Tools { public class FVRObjectSpawner : MonoBehaviour { public string ID; private bool hasspawned = false; private float t = 0f; private float f = 0.5f; private void Update() { //IL_0097: Unknown result type (might be due to invalid IL or missing references) //IL_00ae: Unknown result type (might be due to invalid IL or missing references) if (hasspawned) { return; } t += Time.deltaTime; if (!(t > f)) { return; } if (IM.OD.ContainsKey(ID)) { AnvilCallback gameObjectAsync = ((AnvilAsset)IM.OD[ID]).GetGameObjectAsync(); if (Object.op_Implicit((Object)(object)gameObjectAsync.Result)) { GameObject val = Object.Instantiate(gameObjectAsync.Result); val.transform.position = ((Component)this).transform.position; val.transform.rotation = ((Component)this).transform.rotation; hasspawned = true; } } t -= f; } private void OnDrawGizmos() { //IL_0015: Unknown result type (might be due to invalid IL or missing references) //IL_0025: Unknown result type (might be due to invalid IL or missing references) //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0045: Unknown result type (might be due to invalid IL or missing references) //IL_004a: Unknown result type (might be due to invalid IL or missing references) //IL_005a: Unknown result type (might be due to invalid IL or missing references) Gizmos.color = new Color(0.9f, 0.2f, 0.2f, 0.5f); Gizmos.DrawLine(((Component)this).transform.position, ((Component)this).transform.position + ((Component)this).transform.right * 0.3f); Gizmos.DrawSphere(((Component)this).transform.position, 0.2f); } } } namespace EF.Essential.BuffSystem { public class GlobalBuffItemList { private static readonly GlobalBuffItemList Instance = new GlobalBuffItemList(); public Dictionary List; private GlobalBuffItemList() { List = new Dictionary(); } public static GlobalBuffItemList GetInstance() { return Instance; } } } namespace EF.Essential.PostSystem { public class GlobalPostChangeList { private static readonly GlobalPostChangeList Instance = new GlobalPostChangeList(); public List CL_brightness; public List CL_contrast; public List CL_saturation; public List CL_rbcount; public List CL_rbdesat; public List CL_rbdist; public List CL_lscount; public List CL_lsscale; public List CL_lowhealthenable; public List CL_tunnelvisionenable; public List CL_distortstrength; public List CL_tremorenable; public GlobalPostChangeList() { CL_brightness = new List(); CL_contrast = new List(); CL_saturation = new List(); CL_rbcount = new List(); CL_rbdesat = new List(); CL_rbdist = new List(); CL_lscount = new List(); CL_lsscale = new List(); CL_lowhealthenable = new List(); CL_tunnelvisionenable = new List(); CL_distortstrength = new List(); CL_tremorenable = new List(); } public static GlobalPostChangeList GetInstance() { return Instance; } } } namespace EF.Essential.BuffSystem { public struct LevelBuff { public bool Enable; public float Time; public int Level; public LevelBuff(bool ignore = false) { Enable = false; Time = 0f; Level = 0; } } } namespace EF.Essential.PatchSystem { public class PatchPlugin : BaseUnityPlugin { public string PatchName = "NoneNamePatch"; public void Start() { Initial(); DoPatch(); } public virtual void Initial() { } public virtual void DoPatch() { } } } namespace EF.Essential.PostSystem { public class PostFloatChange { public float Value = 0f; } } namespace EF.Essential.Tools { public class ScrollBarActions : MonoBehaviour { public Scrollbar Target; public void Roll(float a) { //IL_001f: Unknown result type (might be due to invalid IL or missing references) //IL_0029: Expected O, but got Unknown Scrollbar target = Target; target.value += a; ((Selectable)Target).OnMove(new AxisEventData(EventSystem.current)); } } [StructLayout(LayoutKind.Sequential, Size = 1)] public struct StringActions { public static Vector3 ParseVector3FromString(string str) { //IL_004c: Unknown result type (might be due to invalid IL or missing references) //IL_0051: Unknown result type (might be due to invalid IL or missing references) //IL_0057: Unknown result type (might be due to invalid IL or missing references) str = str.Replace("(", " ").Replace(")", " "); string[] array = str.Split(new char[1] { ',' }); return new Vector3(float.Parse(array[0]), float.Parse(array[1]), float.Parse(array[2])); } public static Quaternion ParseQuaternionFromString(string str) { //IL_0054: Unknown result type (might be due to invalid IL or missing references) //IL_0059: 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) str = str.Replace("(", " ").Replace(")", " "); string[] array = str.Split(new char[1] { ',' }); return new Quaternion(float.Parse(array[0]), float.Parse(array[1]), float.Parse(array[2]), float.Parse(array[3])); } public static string BuildTagString(string SourceStr, string tagname) { return "[" + tagname + "]" + SourceStr + "[/" + tagname + "]"; } public static string GetInTagString(string SourceStr, string tagname, int mode = 0) { string text = "[" + tagname + "]"; string value = "[/" + tagname + "]"; int num = SourceStr.IndexOf(text, 0) + text.Length; int num2 = ((mode != 1) ? SourceStr.IndexOf(value, num) : SourceStr.LastIndexOf(value)); return SourceStr.Substring(num, num2 - num); } public static List SplitMultiTagString(string SourceStr, string tagname) { List list = new List(); string oldValue = "[" + tagname + "]"; string text = "[/" + tagname + "]"; string text2 = SourceStr.Replace(oldValue, ""); string[] source = text2.Split(new string[1] { text }, StringSplitOptions.None); list = source.ToList(); list.RemoveAt(list.Count - 1); return list; } } public class WorldInteraction { private static readonly WorldInteraction Instance = new WorldInteraction(); public static WorldInteraction GetInstance() { return Instance; } public List GetDirectQBSListOfItem(FVRPhysicalObject TargetObject) { List list = new List(); if (((Component)TargetObject).GetComponentsInChildren() != null) { FVRFireArmAttachmentMount[] componentsInChildren = ((Component)TargetObject).GetComponentsInChildren(); foreach (FVRFireArmAttachmentMount val in componentsInChildren) { if (!Object.op_Implicit((Object)(object)val) || val.AttachmentsList == null) { continue; } foreach (FVRFireArmAttachment attachments in val.AttachmentsList) { if (!Object.op_Implicit((Object)(object)attachments)) { continue; } List list2 = ((Component)attachments).GetComponentsInChildren().ToList(); if (list2 == null) { continue; } foreach (FVRQuickBeltSlot item in list2) { if (Object.op_Implicit((Object)(object)item)) { list.Add(item); } } } } } List list3 = new List(); if (((Component)TargetObject).GetComponentsInChildren() != null) { FVRQuickBeltSlot[] componentsInChildren2 = ((Component)TargetObject).GetComponentsInChildren(); foreach (FVRQuickBeltSlot val2 in componentsInChildren2) { if (Object.op_Implicit((Object)(object)val2) && !list.Contains(val2)) { list3.Add(val2); } } } return list3; } public void DeletePhysicalObject(FVRPhysicalObject TargetObject) { //IL_0186: Unknown result type (might be due to invalid IL or missing references) //IL_018d: Expected O, but got Unknown List list = new List(); List list2 = new List(); list = GetDirectQBSListOfItem(TargetObject); if (TargetObject.AttachmentMounts != null) { list2 = TargetObject.AttachmentMounts; } foreach (FVRQuickBeltSlot item in list) { if ((Object)(object)item.CurObject != (Object)null) { DeletePhysicalObject(item.CurObject); } } if (list2 != null) { foreach (FVRFireArmAttachmentMount item2 in list2) { if (!((Object)(object)item2 != (Object)null) || item2.AttachmentsList == null || item2.AttachmentsList.Count <= 0) { continue; } foreach (FVRFireArmAttachment attachments in item2.AttachmentsList) { if (Object.op_Implicit((Object)(object)attachments)) { DeletePhysicalObject((FVRPhysicalObject)(object)attachments); } } } } if (TargetObject is FVRFireArmRound) { FVRFireArmRound val = (FVRFireArmRound)TargetObject; if (val.ProxyRounds.Count > 0) { for (int i = 0; i < val.ProxyRounds.Count; i++) { val.ProxyRounds[i] = null; } val.ProxyRounds.Clear(); } val.UpdateProxyDisplay(); } if (Object.op_Implicit((Object)(object)TargetObject.QuickbeltSlot)) { TargetObject.ClearQuickbeltState(); } if (Object.op_Implicit((Object)(object)((FVRInteractiveObject)TargetObject).m_hand)) { FVRViveHand hand = ((FVRInteractiveObject)TargetObject).m_hand; ((FVRInteractiveObject)TargetObject).EndInteraction(((FVRInteractiveObject)TargetObject).m_hand); hand.ForceSetInteractable((FVRInteractiveObject)null); } ((FVRInteractiveObject)TargetObject).ForceBreakInteraction(); GameObject gameObject = ((Component)TargetObject).gameObject; if (((Component)TargetObject).GetComponentsInChildren() != null) { FVRPhysicalObject[] componentsInChildren = ((Component)TargetObject).GetComponentsInChildren(); foreach (FVRPhysicalObject val2 in componentsInChildren) { if (Object.op_Implicit((Object)(object)val2)) { Object.DestroyImmediate((Object)(object)val2); } } } if (Object.op_Implicit((Object)(object)TargetObject)) { Object.DestroyImmediate((Object)(object)TargetObject); } if (Object.op_Implicit((Object)(object)gameObject)) { Object.Destroy((Object)(object)gameObject); } } public List GetPlayerQBSList() { List list = new List(); foreach (FVRQuickBeltSlot quickbeltSlot in GM.CurrentPlayerBody.QuickbeltSlots) { if (quickbeltSlot.IsPlayer && ((Object)((Component)quickbeltSlot).gameObject.transform.parent).name == "Torso") { list.Add(quickbeltSlot); } } return list; } } public static class XMLHelper { public static string GetUserProfilePath() { return Environment.ExpandEnvironmentVariables("%USERPROFILE%\\AppData\\LocalLow\\RUST LTD\\Hot Dogs Horseshoes and Hand Grenades"); } public static string CheckConfigFolder(string CategoryName) { string userProfilePath = GetUserProfilePath(); string text = userProfilePath + "\\" + CategoryName; if (!Directory.Exists(text)) { Directory.CreateDirectory(text); } return text; } public static void StoreXML(string path, T Target) { XmlSerializer xmlSerializer = new XmlSerializer(typeof(T)); FileStream fileStream = File.OpenWrite(path); fileStream.Seek(0L, SeekOrigin.Begin); fileStream.SetLength(0L); xmlSerializer.Serialize(fileStream, Target); fileStream.Flush(); fileStream.Close(); } public static T ReadXML(string path) where T : new() { FileStream fileStream = new FileStream(path, FileMode.Open); XmlSerializer xmlSerializer = new XmlSerializer(typeof(T)); T val = new T(); val = (T)xmlSerializer.Deserialize(fileStream); fileStream.Close(); return val; } } } namespace EF.BuffSystem { public class Configer : MonoBehaviour { public Text AllDebuff; public Text AllGoodBuff; public Text Bleeding; public Text Pain; public Text Fracture; public Text Tunnelvision; public Text LowHealthEffect; public Text BleedingChance; public Text FractureHeight; public Text Tremor; public Text Injure; public Text DisableBreathAudio; public Text DisableTookdamageAudio; public Text DisableTnHItemStore; private EF_BuffSystem_GlobalObject GO; private void Start() { GO = EF_BuffSystem_GlobalObject.GetInstance(); RefreshUIStat(); } public void ToggleDisableAllDebuff() { GO.Config.DisableAllDebuff = !GO.Config.DisableAllDebuff; RefreshUIStat(); StoreConfig(); } public void ToggleDisableAllGoodBuff() { GO.Config.DisableAllGoodBuff = !GO.Config.DisableAllGoodBuff; RefreshUIStat(); StoreConfig(); } public void ToggleDisableBleeding() { GO.Config.DisableBleeding = !GO.Config.DisableBleeding; RefreshUIStat(); StoreConfig(); } public void ToggleDisableMaxHealthReduce() { GO.Config.DisableMaxHealthReduce = !GO.Config.DisableMaxHealthReduce; RefreshUIStat(); StoreConfig(); } public void ToggleDisablePain() { GO.Config.DisablePain = !GO.Config.DisablePain; RefreshUIStat(); StoreConfig(); } public void ToggleDisableFracture() { GO.Config.DisableFracture = !GO.Config.DisableFracture; RefreshUIStat(); StoreConfig(); } public void ToggleDisableTunnelvision() { GO.Config.DisableTunnelvision = !GO.Config.DisableTunnelvision; RefreshUIStat(); StoreConfig(); } public void ToggleDisableLowHealthEffect() { GO.Config.DisableLowHealthEffect = !GO.Config.DisableLowHealthEffect; RefreshUIStat(); StoreConfig(); } public void ToggleDisableTremor() { GO.Config.DisableTremor = !GO.Config.DisableTremor; RefreshUIStat(); StoreConfig(); } public void ToggleBreathAudio() { GO.Config.DisableBreathAudio = !GO.Config.DisableBreathAudio; RefreshUIStat(); StoreConfig(); } public void ToggleTookDamageAudio() { GO.Config.DisableTookDamageAudio = !GO.Config.DisableTookDamageAudio; RefreshUIStat(); StoreConfig(); } public void ToggleTnHItemStore() { GO.Config.DisableTnHItemStore = !GO.Config.DisableTnHItemStore; RefreshUIStat(); StoreConfig(); } public void ChangeBleedingChance(int Value) { GO.Config.PerShotBleedingChance += Value; RefreshUIStat(); StoreConfig(); } public void ChangeFractureHeight(int Value) { GO.Config.FractureHeight += Value; RefreshUIStat(); StoreConfig(); } private void RefreshUIStat() { AllDebuff.text = "AllDebuff:" + (GO.Config.DisableAllDebuff ? "OFF" : "ON"); AllGoodBuff.text = "AllGoodBuff:" + (GO.Config.DisableAllGoodBuff ? "OFF" : "ON"); Bleeding.text = "Bleeding:" + (GO.Config.DisableBleeding ? "OFF" : "ON"); Pain.text = "Pain:" + (GO.Config.DisablePain ? "OFF" : "ON"); Fracture.text = "Fracture:" + (GO.Config.DisableFracture ? "OFF" : "ON"); Tunnelvision.text = "Tunnelvision:" + (GO.Config.DisableTunnelvision ? "OFF" : "ON"); LowHealthEffect.text = "LowHealthFX:" + (GO.Config.DisableLowHealthEffect ? "OFF" : "ON"); Tremor.text = "Tremor:" + (GO.Config.DisableTremor ? "OFF" : "ON"); Injure.text = "Injure:" + (GO.Config.DisableMaxHealthReduce ? "OFF" : "ON"); DisableBreathAudio.text = "BreathAudio:" + (GO.Config.DisableBreathAudio ? "OFF" : "ON"); DisableTookdamageAudio.text = "TookDamageAudio:" + (GO.Config.DisableTookDamageAudio ? "OFF" : "ON"); DisableTnHItemStore.text = "TnHItemStore:" + (GO.Config.DisableTnHItemStore ? "OFF" : "ON"); BleedingChance.text = GO.Config.PerShotBleedingChance.ToString(); FractureHeight.text = ((int)GO.Config.FractureHeight).ToString(); } private void StoreConfig() { GO.StoreConfig(); } } [Serializable] public class BuffSystemSetting { [XmlElement] public bool DisableAllDebuff = false; [XmlElement] public bool DisableAllGoodBuff = false; [XmlElement] public bool DisableBleeding = false; [XmlElement] public bool DisablePain = false; [XmlElement] public bool DisableTremor = false; [XmlElement] public bool DisableFracture = false; [XmlElement] public bool DisableTunnelvision = false; [XmlElement] public bool DisableMaxHealthReduce = false; [XmlElement] public bool DisableLowHealthEffect = false; [XmlElement] public int PerShotBleedingChance = 10; [XmlElement] public int PerShotBleedingLevel = 1; [XmlElement] public float PerShotBleedingTime = 30f; [XmlElement] public float MultShotBleedingMaxInterval = 2f; [XmlElement] public int MultShotBleedingChance = 100; [XmlElement] public int MultShotBleedingLevel = 2; [XmlElement] public float MultShotBleedingTime = 30f; [XmlElement] public int LowArmorPerShotPainChance = 100; [XmlElement] public int LowArmorPerShotPainLevel = 2; [XmlElement] public float LowArmorPerShotPainTime = 10f; [XmlElement] public int LowArmorPerShotSpeedDownChance = 50; [XmlElement] public int LowArmorPerShotSpeedDownLevel = -2; [XmlElement] public float LowArmorPerShotSpeedDownTime = 10f; [XmlElement] public int HighArmorPerShotPainChance = 100; [XmlElement] public int HighArmorPerShotPainLevel = 1; [XmlElement] public float HighArmorPerShotPainTime = 10f; [XmlElement] public int HighArmorPerShotSpeedDownChance = 50; [XmlElement] public int HighArmorPerShotSpeedDownLevel = -1; [XmlElement] public float HighArmorPerShotSpeedDownTime = 10f; [XmlElement] public float PerShotMaxHealthReducePercentOfDamage = 0.15f; [XmlElement] public float FractureHeight = 10f; [XmlElement] public float FractureTime = 60f; [XmlElement] public float FractureEffect = 0.5f; [XmlElement] public float LowHealthEffectThreshold = 0.3f; [XmlElement] public int ContinuedHealMinLevel = -5; [XmlElement] public int ContinuedHealMaxLevel = 5; [XmlElement] public float ContinuedHealPerLevelEffect = 0.3f; [XmlElement] public int BleedingMaxLevel = 5; [XmlElement] public float BleedingPerLevelEffect = 0.25f; [XmlElement] public bool BleedingCauseDead = false; [XmlElement] public int DamageResistMinLevel = -8; [XmlElement] public int DamageResistMaxLevel = 8; [XmlElement] public float DamageResistPerLevelEffectPercent = 0.1f; [XmlElement] public int SpeedUpMinLevel = -4; [XmlElement] public int SpeedUpMaxLevel = 5; [XmlElement] public float SpeedUpPerLevelEffect = 0.2f; [XmlElement] public int StrengthUpMinLevel = -5; [XmlElement] public int StrengthUpMaxLevel = 5; [XmlElement] public int DamageScalerMinLevel = -5; [XmlElement] public int DamageScalerMaxLevel = 5; [XmlElement] public float DamageScalerPerLevelUp = 0.65f; [XmlElement] public float DamageScalerPerLevelDownPercent = 0.8f; [XmlElement] public int AddMaxHealthMinLevel = -4; [XmlElement] public int AddMaxHealthMaxLevel = 10; [XmlElement] public float AddMaxHealthPerLevelEffect = 0.1f; [XmlElement] public float MaxMaxHealthReducePercent = 0.5f; [XmlElement] public bool DisableBreathAudio = true; [XmlElement] public bool DisableTookDamageAudio = true; [XmlElement] public bool DisableTnHItemStore = true; } public static class ConfigHelper { public static string GetUserProfilePath() { return Environment.ExpandEnvironmentVariables("%USERPROFILE%\\AppData\\LocalLow\\RUST LTD\\Hot Dogs Horseshoes and Hand Grenades"); } public static string CheckEFConfigFolder(string SubName) { string userProfilePath = GetUserProfilePath(); string text = userProfilePath + "\\EF\\" + SubName + "\\"; if (!Directory.Exists(text)) { Directory.CreateDirectory(text); } return text; } } public class EF_BuffSystem_GlobalObject { private static readonly EF_BuffSystem_GlobalObject Instance = new EF_BuffSystem_GlobalObject(); public BuffSystemSetting Config; private EF_BuffSystem_GlobalObject() { } public void StoreConfig() { string text = ConfigHelper.CheckEFConfigFolder("BuffSystem"); StoreBuffSettingHelper.Store(text + "BuffSystemSettings.xml", Config); } public void ReadConfig() { string text = ConfigHelper.CheckEFConfigFolder("BuffSystem"); Config = StoreBuffSettingHelper.Read(text + "BuffSystemSettings.xml"); } public static EF_BuffSystem_GlobalObject GetInstance() { return Instance; } } } namespace EF.PostSystem { public class Manager : MonoBehaviour { private class BuffEffectWithDelayTime { public float LastTime; public BuffEffect BE; } public float curH; public float lastH; public float dam; private float timer = 0f; private float UpdateRate = 0.0666667f; public BuffStat CurrentBuffEffect = default(BuffStat); private List DelayedBuffList = new List(); public GlobalPostChangeList TargetGlobalPostCL = GlobalPostChangeList.GetInstance(); private PostFloatChange PainCL_rbcount; private PostFloatChange PainCL_rbdesat; private PostFloatChange PainCL_rbdist; private PostFloatChange PainCL_brightness; private PostFloatChange LowHealthCL_lowhealthenable; private PostFloatChange LowHealthCL_saturation; private PostFloatChange TunnelvisionCL_tunnelvisionenable; private PostFloatChange PainkillersCL_brightness; private PostFloatChange PainkillersCL_lsscale; private PostFloatChange PainkillersCL_lscount; private PostFloatChange Bleeding_distortsrength; private PostFloatChange Tremor_tremorenable; private EF_BuffSystem_GlobalObject ConfigObj; private bool NeedRefreshLowHealthEffect = false; private float LastDamageTime = 0f; private Vector3 ThisFrameInitial2AxisVelocity = Vector3.zero; private Vector3 ThisFrameInitialSwingArmVelocity = Vector3.zero; private Vector3 TremorCurrentDirect = Vector3.zero; private Vector3 TremorCurrentPath = Vector3.zero; private Vector3 TremorLeftHandPosOver = Vector3.zero; private Vector3 TremorRightHandPosOver = Vector3.zero; private bool NeedRefreshTremorOffset = false; private float TremorSingleShakeStrength = 0f; private float TremorSingleShakeTime = 0f; private float TremorSingleShakeTimeLength = 0f; private float IntoAirHeight = -114514f; private float StoredPlayerMaxHealth; private float CurrentPlayerMaxHealth; public int ThisFramePainLevel; public float ThisFramePainTime; public int ThisFrameBleedingLevel; public float ThisFrameBleedingTime; public int ThisFrameSpeedUpLevel; public float ThisFrameSpeedUpTime; public int ThisFrameStrengthUpLevel; public float ThisFrameStrengthUpTime; public int ThisFrameContinuedHealLevel; public float ThisFrameContinuedHealTime; public int ThisFrameDamageResistLevel; public float ThisFrameDamageResistTime; public int ThisFrameDamageScalerLevel; public float ThisFrameDamageScalerTime; public int ThisFrameAddMaxHealthLevel; public float ThisFrameAddMaxHealthTime; public void Start() { //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_002d: Expected O, but got Unknown //IL_0039: Unknown result type (might be due to invalid IL or missing references) //IL_0043: Expected O, but got Unknown ConfigObj = EF_BuffSystem_GlobalObject.GetInstance(); ConfigObj.ReadConfig(); GM.CurrentSceneSettings.PowerupUseEvent -= new PowerupUse(PowerupEvent); GM.CurrentSceneSettings.PowerupUseEvent += new PowerupUse(PowerupEvent); StoredPlayerMaxHealth = GM.CurrentPlayerBody.m_startingHealth; CurrentPlayerMaxHealth = GM.CurrentPlayerBody.m_startingHealth; AssignPostCLObj(); ResetCurrentBuffEffect(); Console.Write("BuffSystem:Start"); } private void OnDestroy() { DesignPostCLObj(); Console.Write("BuffSystem:Destroy"); } public void AssignPostCLObj() { PainCL_rbcount = new PostFloatChange(); TargetGlobalPostCL.CL_rbcount.Add(PainCL_rbcount); PainCL_rbdesat = new PostFloatChange(); TargetGlobalPostCL.CL_rbdesat.Add(PainCL_rbdesat); PainCL_rbdist = new PostFloatChange(); TargetGlobalPostCL.CL_rbdist.Add(PainCL_rbdist); PainCL_brightness = new PostFloatChange(); TargetGlobalPostCL.CL_brightness.Add(PainCL_brightness); LowHealthCL_lowhealthenable = new PostFloatChange(); TargetGlobalPostCL.CL_lowhealthenable.Add(LowHealthCL_lowhealthenable); LowHealthCL_saturation = new PostFloatChange(); TargetGlobalPostCL.CL_saturation.Add(LowHealthCL_saturation); TunnelvisionCL_tunnelvisionenable = new PostFloatChange(); TargetGlobalPostCL.CL_tunnelvisionenable.Add(TunnelvisionCL_tunnelvisionenable); PainkillersCL_brightness = new PostFloatChange(); TargetGlobalPostCL.CL_brightness.Add(PainkillersCL_brightness); PainkillersCL_lsscale = new PostFloatChange(); TargetGlobalPostCL.CL_lsscale.Add(PainkillersCL_lsscale); PainkillersCL_lscount = new PostFloatChange(); TargetGlobalPostCL.CL_lscount.Add(PainkillersCL_lscount); Bleeding_distortsrength = new PostFloatChange(); TargetGlobalPostCL.CL_distortstrength.Add(Bleeding_distortsrength); Tremor_tremorenable = new PostFloatChange(); TargetGlobalPostCL.CL_tremorenable.Add(Tremor_tremorenable); } public void DesignPostCLObj() { TargetGlobalPostCL.CL_rbcount.Remove(PainCL_rbcount); TargetGlobalPostCL.CL_rbdesat.Remove(PainCL_rbdesat); TargetGlobalPostCL.CL_rbdist.Remove(PainCL_rbdist); TargetGlobalPostCL.CL_lowhealthenable.Remove(LowHealthCL_lowhealthenable); TargetGlobalPostCL.CL_saturation.Remove(LowHealthCL_saturation); TargetGlobalPostCL.CL_tunnelvisionenable.Remove(TunnelvisionCL_tunnelvisionenable); TargetGlobalPostCL.CL_brightness.Remove(PainkillersCL_brightness); TargetGlobalPostCL.CL_lsscale.Remove(PainkillersCL_lsscale); TargetGlobalPostCL.CL_lscount.Remove(PainkillersCL_lscount); TargetGlobalPostCL.CL_distortstrength.Remove(Bleeding_distortsrength); TargetGlobalPostCL.CL_tremorenable.Remove(Tremor_tremorenable); } private void ResetCurrentBuffEffect() { CurrentBuffEffect = default(BuffStat); CurrentBuffEffect.BleedingList = new List(); CurrentBuffEffect.PainList = new List(); CurrentBuffEffect.ContinuedHealList = new List(); CurrentBuffEffect.DamageResistList = new List(); CurrentBuffEffect.DamageScalerList = new List(); CurrentBuffEffect.SpeedUpList = new List(); CurrentBuffEffect.StrengthUpList = new List(); CurrentBuffEffect.AddMaxHealthList = new List(); } public void Update() { curH = GM.CurrentPlayerBody.GetPlayerHealthRaw(); dam = lastH - curH; lastH = curH; if (dam > 10f) { DamageEvent(dam); } if (GM.CurrentPlayerBody.GetPlayerHealthRaw() <= 0) { DeathEvent(killedself: false); } UpdateSelf(); UpdateMaxHealthChangeDetect(); timer += Time.deltaTime; if (timer > UpdateRate) { timer -= UpdateRate; UpdateLevelBuffInfomation(); UpdateDelayedBuffList(); UpdateBuffStat(); UpdateBuffEffect_LowRate(); } UpdateFractureDetect(); UpdateBuffEffect_HighRate(); } private void UpdateMaxHealthChangeDetect() { if (GM.CurrentPlayerBody.m_startingHealth != CurrentPlayerMaxHealth) { Console.Write("BuffSystem : Detect other max health changing in level."); StoredPlayerMaxHealth = GM.CurrentPlayerBody.m_startingHealth; CalcMaxHealthChanging(); } } private void UpdateBuffEffect_HighRate() { CalcVelocity(); CalcTremorHand(); } private void UpdateDelayedBuffList() { foreach (BuffEffectWithDelayTime delayedBuff in DelayedBuffList) { delayedBuff.LastTime -= UpdateRate; } foreach (BuffEffectWithDelayTime delayedBuff2 in DelayedBuffList) { if (delayedBuff2.LastTime <= 0f) { AssignNewBuffEffect(delayedBuff2.BE); DelayedBuffList.Remove(delayedBuff2); break; } } } private void UpdateFractureDetect() { //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0040: Unknown result type (might be due to invalid IL or missing references) //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_0043: Invalid comparison between Unknown and I4 //IL_001d: Unknown result type (might be due to invalid IL or missing references) //IL_0022: 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) //IL_004b: Invalid comparison between Unknown and I4 //IL_005c: 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_01dd: Unknown result type (might be due to invalid IL or missing references) //IL_01e2: Unknown result type (might be due to invalid IL or missing references) //IL_01af: Unknown result type (might be due to invalid IL or missing references) //IL_01b4: Unknown result type (might be due to invalid IL or missing references) //IL_0266: Unknown result type (might be due to invalid IL or missing references) //IL_026b: Unknown result type (might be due to invalid IL or missing references) //IL_0206: Unknown result type (might be due to invalid IL or missing references) //IL_020b: Unknown result type (might be due to invalid IL or missing references) //IL_00d6: Unknown result type (might be due to invalid IL or missing references) //IL_00db: Unknown result type (might be due to invalid IL or missing references) //IL_00a9: Unknown result type (might be due to invalid IL or missing references) //IL_00ae: Unknown result type (might be due to invalid IL or missing references) //IL_015f: Unknown result type (might be due to invalid IL or missing references) //IL_0164: Unknown result type (might be due to invalid IL or missing references) //IL_00ff: Unknown result type (might be due to invalid IL or missing references) //IL_0104: Unknown result type (might be due to invalid IL or missing references) if (IntoAirHeight == -114514f) { IntoAirHeight = GM.CurrentPlayerBody.Head.position.y; return; } MovementMode mode = GM.CurrentMovementManager.Mode; if ((int)mode != 6) { if ((int)mode != 4) { IntoAirHeight = GM.CurrentPlayerBody.Head.position.y; return; } if (GM.CurrentMovementManager.m_smoothLocoVelocity.y > -4f && !GM.CurrentMovementManager.m_isGrounded) { IntoAirHeight = GM.CurrentPlayerBody.Head.position.y; } if (GM.CurrentMovementManager.m_isGrounded) { if (GM.CurrentPlayerBody.Head.position.y < IntoAirHeight && IntoAirHeight - GM.CurrentPlayerBody.Head.position.y > ConfigObj.Config.FractureHeight) { AssignNewBuffEffect(new BuffEffect { isFracture = true, FractureTime = ConfigObj.Config.FractureTime }); } IntoAirHeight = GM.CurrentPlayerBody.Head.position.y; } return; } if (GM.CurrentMovementManager.m_smoothLocoVelocity.y > -4f && !GM.CurrentMovementManager.m_isGrounded) { IntoAirHeight = GM.CurrentPlayerBody.Head.position.y; } if (GM.CurrentMovementManager.m_isGrounded) { if (GM.CurrentPlayerBody.Head.position.y < IntoAirHeight && IntoAirHeight - GM.CurrentPlayerBody.Head.position.y > ConfigObj.Config.FractureHeight) { AssignNewBuffEffect(new BuffEffect { isFracture = true, FractureTime = ConfigObj.Config.FractureTime }); } IntoAirHeight = GM.CurrentPlayerBody.Head.position.y; } } public void UpdateSelf() { //IL_01e2: Unknown result type (might be due to invalid IL or missing references) //IL_010e: Unknown result type (might be due to invalid IL or missing references) //IL_0122: Unknown result type (might be due to invalid IL or missing references) //IL_012c: Unknown result type (might be due to invalid IL or missing references) //IL_0131: Unknown result type (might be due to invalid IL or missing references) //IL_0145: Unknown result type (might be due to invalid IL or missing references) //IL_014f: Unknown result type (might be due to invalid IL or missing references) //IL_0154: Unknown result type (might be due to invalid IL or missing references) //IL_0168: Unknown result type (might be due to invalid IL or missing references) //IL_0172: Unknown result type (might be due to invalid IL or missing references) //IL_0177: Unknown result type (might be due to invalid IL or missing references) //IL_0195: Unknown result type (might be due to invalid IL or missing references) //IL_019a: Unknown result type (might be due to invalid IL or missing references) //IL_019f: Unknown result type (might be due to invalid IL or missing references) //IL_01b5: Unknown result type (might be due to invalid IL or missing references) //IL_01ba: Unknown result type (might be due to invalid IL or missing references) //IL_01bb: Unknown result type (might be due to invalid IL or missing references) //IL_003b: 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) //IL_0059: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Unknown result type (might be due to invalid IL or missing references) //IL_0072: Unknown result type (might be due to invalid IL or missing references) //IL_007c: Unknown result type (might be due to invalid IL or missing references) //IL_0081: Unknown result type (might be due to invalid IL or missing references) //IL_0095: Unknown result type (might be due to invalid IL or missing references) //IL_009f: Unknown result type (might be due to invalid IL or missing references) //IL_00a4: Unknown result type (might be due to invalid IL or missing references) //IL_00c2: Unknown result type (might be due to invalid IL or missing references) //IL_00c7: Unknown result type (might be due to invalid IL or missing references) //IL_00cc: Unknown result type (might be due to invalid IL or missing references) //IL_00e2: Unknown result type (might be due to invalid IL or missing references) //IL_00e7: Unknown result type (might be due to invalid IL or missing references) //IL_00e8: Unknown result type (might be due to invalid IL or missing references) if (WristMenuAPI.Instance2.m_isActive) { if (WristMenuAPI.Instance2.m_currentHand.IsThisTheRightHand) { ((Component)this).transform.position = ((Component)WristMenuAPI.Instance2).gameObject.transform.position + ((Component)WristMenuAPI.Instance2).gameObject.transform.forward * -0f + ((Component)WristMenuAPI.Instance2).gameObject.transform.right * -0.3f + ((Component)WristMenuAPI.Instance2).gameObject.transform.up * 0.05f; Quaternion val = Quaternion.AngleAxis(-90f, new Vector3(1f, 0f, 0f)); ((Component)this).transform.rotation = ((Component)WristMenuAPI.Instance2).gameObject.transform.rotation * val; } else { ((Component)this).transform.position = ((Component)WristMenuAPI.Instance2).gameObject.transform.position + ((Component)WristMenuAPI.Instance2).gameObject.transform.forward * -0f + ((Component)WristMenuAPI.Instance2).gameObject.transform.right * 0.1f + ((Component)WristMenuAPI.Instance2).gameObject.transform.up * 0.05f; Quaternion val2 = Quaternion.AngleAxis(-90f, new Vector3(1f, 0f, 0f)); ((Component)this).transform.rotation = ((Component)WristMenuAPI.Instance2).gameObject.transform.rotation * val2; } } else { ((Component)this).transform.position = new Vector3(10000f, 10000f, 500f); } } public void UpdateBuffStat() { if (CurrentBuffEffect.isBleedingKillers) { CurrentBuffEffect.BleedingKillersTime -= UpdateRate; if (CurrentBuffEffect.BleedingKillersTime <= 0f) { CurrentBuffEffect.BleedingKillersTime = 0f; CurrentBuffEffect.isBleedingKillers = false; } } if (CurrentBuffEffect.isLowHealthKillers) { CurrentBuffEffect.LowHealthKillersTime -= UpdateRate; if (CurrentBuffEffect.LowHealthKillersTime <= 0f) { CurrentBuffEffect.LowHealthKillersTime = 0f; CurrentBuffEffect.isLowHealthKillers = false; } } if (CurrentBuffEffect.isTremor) { CurrentBuffEffect.TremorTime -= UpdateRate; if (CurrentBuffEffect.TremorTime <= 0f) { CurrentBuffEffect.TremorTime = 0f; CurrentBuffEffect.isTremor = false; } } if (CurrentBuffEffect.isFracture) { CurrentBuffEffect.FractureTime -= UpdateRate; if (CurrentBuffEffect.FractureTime <= 0f) { CurrentBuffEffect.FractureTime = 0f; CurrentBuffEffect.isFracture = false; } } if (CurrentBuffEffect.isTunnelvision) { CurrentBuffEffect.TunnelvisionTime -= UpdateRate; if (CurrentBuffEffect.TunnelvisionTime <= 0f) { CurrentBuffEffect.TunnelvisionTime = 0f; CurrentBuffEffect.isTunnelvision = false; } } if (CurrentBuffEffect.isPainkillers) { CurrentBuffEffect.PainkillersTime -= UpdateRate; if (CurrentBuffEffect.PainkillersTime <= 0f) { CurrentBuffEffect.PainkillersTime = 0f; CurrentBuffEffect.isPainkillers = false; } } LevelBuffListUpdate(CurrentBuffEffect.PainList); LevelBuffListUpdate(CurrentBuffEffect.BleedingList); LevelBuffListUpdate(CurrentBuffEffect.SpeedUpList); LevelBuffListUpdate(CurrentBuffEffect.StrengthUpList); LevelBuffListUpdate(CurrentBuffEffect.ContinuedHealList); LevelBuffListUpdate(CurrentBuffEffect.DamageResistList); LevelBuffListUpdate(CurrentBuffEffect.DamageScalerList); LevelBuffListUpdate(CurrentBuffEffect.AddMaxHealthList); } public void UpdateLevelBuffInfomation() { GetTotalLevelFromList(CurrentBuffEffect.DamageResistList, ConfigObj.Config.DamageResistMinLevel, ConfigObj.Config.DamageResistMaxLevel, out ThisFrameDamageResistLevel, out ThisFrameDamageResistTime); GetTotalLevelFromList(CurrentBuffEffect.StrengthUpList, ConfigObj.Config.StrengthUpMinLevel, ConfigObj.Config.StrengthUpMaxLevel, out ThisFrameStrengthUpLevel, out ThisFrameStrengthUpTime); GetTotalLevelFromList(CurrentBuffEffect.DamageScalerList, ConfigObj.Config.DamageScalerMinLevel, ConfigObj.Config.DamageScalerMaxLevel, out ThisFrameDamageScalerLevel, out ThisFrameDamageScalerTime); GetTotalLevelFromList(CurrentBuffEffect.AddMaxHealthList, ConfigObj.Config.AddMaxHealthMinLevel, ConfigObj.Config.AddMaxHealthMaxLevel, out ThisFrameAddMaxHealthLevel, out ThisFrameAddMaxHealthTime); GetTotalLevelFromList(CurrentBuffEffect.SpeedUpList, ConfigObj.Config.SpeedUpMinLevel, ConfigObj.Config.SpeedUpMaxLevel, out ThisFrameSpeedUpLevel, out ThisFrameSpeedUpTime); GetTotalLevelFromList(CurrentBuffEffect.BleedingList, 0, ConfigObj.Config.BleedingMaxLevel, out ThisFrameBleedingLevel, out ThisFrameBleedingTime); GetTotalLevelFromList(CurrentBuffEffect.ContinuedHealList, ConfigObj.Config.ContinuedHealMinLevel, ConfigObj.Config.ContinuedHealMaxLevel, out ThisFrameContinuedHealLevel, out ThisFrameContinuedHealTime); GetTotalLevelFromList(CurrentBuffEffect.PainList, 0, 5, out ThisFramePainLevel, out ThisFramePainTime); } public void UpdateBuffEffect_LowRate() { CalcStrengthUpBuff(); CalcBleeding(); CalcContinuedHeal(); CalcLowHealthEffect(); CalcPainEffect(); CalcTremorEffect(); CalcTunnelvisionEffect(); CalcPainkillerEffect(); CalcDamageScalerBuff(); CalcMaxHealthChanging(); } private void PowerupEvent(PowerupType type) { //IL_000b: Unknown result type (might be due to invalid IL or missing references) //IL_0011: Expected I4, but got Unknown //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_0027: Expected I4, but got Unknown if (GlobalBuffItemList.GetInstance().List.ContainsKey((int)type)) { BuffItem buffItem = GlobalBuffItemList.GetInstance().List[(int)type]; if ((double)buffItem.DelayedEffectTime > 0.0) { BuffEffectWithDelayTime buffEffectWithDelayTime = new BuffEffectWithDelayTime(); buffEffectWithDelayTime.LastTime = buffItem.DelayedEffectTime; buffEffectWithDelayTime.BE = buffItem.DelayedEffect; DelayedBuffList.Add(buffEffectWithDelayTime); } BuffEffect effect = buffItem.Effect; AssignNewBuffEffect(effect); } } private void DeathEvent(bool killedself) { ResetCurrentBuffEffect(); } public void DamageEvent(float percentOfLife) { float percentOfLifeAffterBuffSystem = CalcHealthWhenGetDamage(ThisFrameDamageResistLevel, percentOfLife); CalcDebuffWhenGetDamage(0, percentOfLifeAffterBuffSystem); LastDamageTime = Time.timeSinceLevelLoad; } public void LevelBuffListUpdate(List TargetList) { for (int i = 0; i < TargetList.Count; i++) { LevelBuff levelBuff = TargetList[i]; LevelBuff value = levelBuff; if (value.Enable) { value.Time -= UpdateRate; if (value.Time <= 0f) { value.Time = 0f; value.Enable = false; } } TargetList[i] = value; } foreach (LevelBuff Target in TargetList) { if (!Target.Enable) { TargetList.Remove(Target); break; } } } private void GetTotalLevelFromList(List TargetBuffList, int Min, int Max, out int TotalLevel, out float MaximumTime) { int num = 0; float num2 = 0f; foreach (LevelBuff TargetBuff in TargetBuffList) { num += TargetBuff.Level; num2 = Mathf.Max(num2, TargetBuff.Time); } num = Mathf.Clamp(num, Min, Max); TotalLevel = num; MaximumTime = num2; } private void CalcStrengthUpBuff() { int thisFrameStrengthUpLevel = ThisFrameStrengthUpLevel; if (thisFrameStrengthUpLevel > 0) { float num = 1f + (float)thisFrameStrengthUpLevel * 0.65f; if (GM.CurrentPlayerBody.m_buffTime_MuscleMeat <= 0.1f || GM.CurrentPlayerBody.m_muscleMeatPower < num) { GM.CurrentPlayerBody.m_muscleMeatPower = num; GM.CurrentPlayerBody.m_isMuscleMeat = true; GM.CurrentPlayerBody.m_isWeakMeat = false; GM.CurrentPlayerBody.m_buffTime_MuscleMeat = 1f; } } else if (thisFrameStrengthUpLevel < 0) { float num2 = 1f * Mathf.Pow(0.8f, (float)Mathf.Abs(thisFrameStrengthUpLevel)); if (GM.CurrentPlayerBody.m_debuffTime_WeakMeat <= 0.1f || GM.CurrentPlayerBody.m_muscleMeatPower > num2) { GM.CurrentPlayerBody.m_muscleMeatPower = num2; GM.CurrentPlayerBody.m_isMuscleMeat = false; GM.CurrentPlayerBody.m_isWeakMeat = true; GM.CurrentPlayerBody.m_debuffTime_WeakMeat = 1f; } } } private void CalcDamageScalerBuff() { int thisFrameDamageScalerLevel = ThisFrameDamageScalerLevel; if (thisFrameDamageScalerLevel > 0) { float num = 1f + (float)thisFrameDamageScalerLevel * ConfigObj.Config.DamageScalerPerLevelUp; if (GM.CurrentPlayerBody.m_buffTime_DamPowerUp <= 0.1f || GM.CurrentPlayerBody.m_damageMult < num) { GM.CurrentPlayerBody.m_damageMult = num; GM.CurrentPlayerBody.m_isDamPowerUp = true; GM.CurrentPlayerBody.m_isDamPowerDown = false; GM.CurrentPlayerBody.m_buffTime_DamPowerUp = 1f; } } else if (thisFrameDamageScalerLevel < 0) { float num2 = 1f * Mathf.Pow(ConfigObj.Config.DamageScalerPerLevelDownPercent, (float)Mathf.Abs(thisFrameDamageScalerLevel)); if (GM.CurrentPlayerBody.m_debuffTime_DamPowerDown <= 0.1f || GM.CurrentPlayerBody.m_damageMult > num2) { GM.CurrentPlayerBody.m_muscleMeatPower = num2; GM.CurrentPlayerBody.m_isDamPowerUp = false; GM.CurrentPlayerBody.m_isDamPowerDown = true; GM.CurrentPlayerBody.m_debuffTime_DamPowerDown = 1f; } } } private float CalcHealthWhenGetDamage(int ThisDamageEventTotalDamageResist, float damagepercentOfLife) { float health = GM.CurrentPlayerBody.Health; float num = GM.CurrentPlayerBody.m_startingHealth * damagepercentOfLife * (float)ThisDamageEventTotalDamageResist * ConfigObj.Config.DamageResistPerLevelEffectPercent; health += num; if (health >= GM.CurrentPlayerBody.m_startingHealth) { health = GM.CurrentPlayerBody.m_startingHealth; } GM.CurrentPlayerBody.Health = health; return damagepercentOfLife - num / GM.CurrentPlayerBody.m_startingHealth; } private void CalcDebuffWhenGetDamage(int ThisDamageEventArmorLevel, float percentOfLifeAffterBuffSystem) { if (Time.timeSinceLevelLoad - LastDamageTime >= 0f && Time.timeSinceLevelLoad - LastDamageTime <= ConfigObj.Config.MultShotBleedingMaxInterval && ThisDamageEventArmorLevel <= 4) { Random random = new Random(); int num = random.Next(0, 100); if (num <= ConfigObj.Config.MultShotBleedingChance) { BuffEffect targetBE = default(BuffEffect); targetBE.Bleeding.Enable = true; targetBE.Bleeding.Level = ConfigObj.Config.MultShotBleedingLevel; targetBE.Bleeding.Time = ConfigObj.Config.MultShotBleedingTime; AssignNewBuffEffect(targetBE); } } if (ThisDamageEventArmorLevel <= 2) { bool flag = false; Random random2 = new Random(); int num2 = random2.Next(0, 100); if (num2 <= ConfigObj.Config.PerShotBleedingChance) { BuffEffect targetBE2 = default(BuffEffect); targetBE2.Bleeding.Enable = true; targetBE2.Bleeding.Level = ConfigObj.Config.PerShotBleedingLevel; targetBE2.Bleeding.Time = ConfigObj.Config.PerShotBleedingTime; AssignNewBuffEffect(targetBE2); flag = true; } int num3 = random2.Next(0, 100); if (num3 <= ConfigObj.Config.LowArmorPerShotPainChance) { BuffEffect targetBE3 = default(BuffEffect); targetBE3.Pain.Enable = true; targetBE3.Pain.Level = ConfigObj.Config.LowArmorPerShotPainLevel; targetBE3.Pain.Time = ConfigObj.Config.LowArmorPerShotPainTime; AssignNewBuffEffect(targetBE3); if (!CurrentBuffEffect.isPainkillers) { int num4 = random2.Next(0, 100); if (num4 <= ConfigObj.Config.LowArmorPerShotSpeedDownChance) { BuffEffect targetBE4 = default(BuffEffect); targetBE4.SpeedUp.Enable = true; targetBE4.SpeedUp.Level = ConfigObj.Config.LowArmorPerShotSpeedDownLevel; targetBE4.SpeedUp.Time = ConfigObj.Config.LowArmorPerShotSpeedDownTime; AssignNewBuffEffect(targetBE4); } } flag = true; } if (!flag) { } } else if (ThisDamageEventArmorLevel <= 4) { bool flag2 = false; Random random3 = new Random(); int num5 = random3.Next(0, 100); if (num5 <= ConfigObj.Config.HighArmorPerShotPainChance) { BuffEffect targetBE5 = default(BuffEffect); targetBE5.Pain.Enable = true; targetBE5.Pain.Level = ConfigObj.Config.HighArmorPerShotPainLevel; targetBE5.Pain.Time = ConfigObj.Config.HighArmorPerShotPainTime; AssignNewBuffEffect(targetBE5); if (!CurrentBuffEffect.isPainkillers) { int num6 = random3.Next(0, 100); if (num6 <= ConfigObj.Config.HighArmorPerShotSpeedDownChance) { BuffEffect targetBE6 = default(BuffEffect); targetBE6.SpeedUp.Enable = true; targetBE6.SpeedUp.Level = ConfigObj.Config.HighArmorPerShotSpeedDownLevel; targetBE6.SpeedUp.Time = ConfigObj.Config.HighArmorPerShotSpeedDownTime; AssignNewBuffEffect(targetBE6); } } flag2 = true; } if (!flag2) { } } AssignNewBuffEffect(new BuffEffect { MaxHealthReducePercent = percentOfLifeAffterBuffSystem * ConfigObj.Config.PerShotMaxHealthReducePercentOfDamage }); } private void CalcMaxHealthChanging() { float num = 1f; num += (float)ThisFrameAddMaxHealthLevel * ConfigObj.Config.AddMaxHealthPerLevelEffect; num -= CurrentBuffEffect.MaxHealthReducePercent; GM.CurrentPlayerBody.m_startingHealth = StoredPlayerMaxHealth * num; CurrentPlayerMaxHealth = StoredPlayerMaxHealth * num; } private void CalcVelocity() { //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_0017: Unknown result type (might be due to invalid IL or missing references) //IL_001c: Unknown result type (might be due to invalid IL or missing references) //IL_0021: 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_00f6: Unknown result type (might be due to invalid IL or missing references) //IL_00f7: Unknown result type (might be due to invalid IL or missing references) //IL_0142: Unknown result type (might be due to invalid IL or missing references) //IL_0143: Unknown result type (might be due to invalid IL or missing references) //IL_0148: Unknown result type (might be due to invalid IL or missing references) //IL_014d: Unknown result type (might be due to invalid IL or missing references) //IL_01f8: 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_0245: Unknown result type (might be due to invalid IL or missing references) //IL_0247: Unknown result type (might be due to invalid IL or missing references) //IL_024c: Unknown result type (might be due to invalid IL or missing references) //IL_0251: Unknown result type (might be due to invalid IL or missing references) //IL_0303: Unknown result type (might be due to invalid IL or missing references) //IL_0308: Unknown result type (might be due to invalid IL or missing references) //IL_0313: Unknown result type (might be due to invalid IL or missing references) //IL_0318: Unknown result type (might be due to invalid IL or missing references) ThisFrameInitial2AxisVelocity = GM.CurrentMovementManager.m_smoothLocoVelocity; ThisFrameInitialSwingArmVelocity = GM.CurrentMovementManager.m_smoothLocoVelocity; Vector3 zero = Vector3.zero; if (CurrentBuffEffect.isFracture) { zero.x -= ConfigObj.Config.FractureEffect; zero.y -= ConfigObj.Config.FractureEffect; zero.z -= ConfigObj.Config.FractureEffect; } float num = (float)ThisFrameSpeedUpLevel * ConfigObj.Config.SpeedUpPerLevelEffect; zero.x += num; zero.z += num; float num2 = (float)ThisFrameStrengthUpLevel * 0.2f; zero.y += Mathf.Clamp(num2, -1f, 1f); Vector3 val = zero; if (!GM.CurrentMovementManager.m_isGrounded) { val.x *= 0f; val.y *= 0.015f; val.z *= 0f; } val += Vector3.one; val.x = Mathf.Max(val.x, 0.2f); val.y = Mathf.Max(val.y, 0.05f); val.z = Mathf.Max(val.z, 0.2f); ref Vector3 thisFrameInitial2AxisVelocity = ref ThisFrameInitial2AxisVelocity; thisFrameInitial2AxisVelocity.x *= val.x; if (ThisFrameInitial2AxisVelocity.y > 0f) { ref Vector3 thisFrameInitial2AxisVelocity2 = ref ThisFrameInitial2AxisVelocity; thisFrameInitial2AxisVelocity2.y *= val.y; } ref Vector3 thisFrameInitial2AxisVelocity3 = ref ThisFrameInitial2AxisVelocity; thisFrameInitial2AxisVelocity3.z *= val.z; Vector3 val2 = zero; if (!GM.CurrentMovementManager.m_isGrounded) { val2.x *= 0f; val2.y *= 0.015f; val2.z *= 0f; } val2 += Vector3.one; val2.x = Mathf.Max(val2.x, 0.2f); val2.y = Mathf.Max(val2.y, 0.05f); val2.z = Mathf.Max(val2.z, 0.2f); ref Vector3 thisFrameInitialSwingArmVelocity = ref ThisFrameInitialSwingArmVelocity; thisFrameInitialSwingArmVelocity.x *= val2.x; if (ThisFrameInitialSwingArmVelocity.y > 0f) { ref Vector3 thisFrameInitialSwingArmVelocity2 = ref ThisFrameInitialSwingArmVelocity; thisFrameInitialSwingArmVelocity2.y *= val2.y; } ref Vector3 thisFrameInitialSwingArmVelocity3 = ref ThisFrameInitialSwingArmVelocity; thisFrameInitialSwingArmVelocity3.z *= val2.z; GM.CurrentMovementManager.m_smoothLocoVelocity = ThisFrameInitial2AxisVelocity; GM.CurrentMovementManager.m_smoothLocoVelocity = ThisFrameInitialSwingArmVelocity; } private void CalcBleeding() { if ((float)ThisFrameBleedingLevel > 0f) { float health = GM.CurrentPlayerBody.Health; health -= GM.CurrentPlayerBody.m_startingHealth * UpdateRate * (float)ThisFrameBleedingLevel * 0.01f * ConfigObj.Config.BleedingPerLevelEffect; if (health <= 1f) { if (ConfigObj.Config.BleedingCauseDead) { GM.CurrentPlayerBody.KillPlayer(false); } else { health = 1f; } } SetBleedingEffectPost((float)ThisFrameBleedingLevel * 0.2f); GM.CurrentPlayerBody.Health = health; } else { SetBleedingEffectPost(0f); } } private void CalcContinuedHeal() { float num = (float)ThisFrameContinuedHealLevel * 0.01f * ConfigObj.Config.ContinuedHealPerLevelEffect; if (num != 0f) { float health = GM.CurrentPlayerBody.Health; health += GM.CurrentPlayerBody.m_startingHealth * UpdateRate * num; if (health >= GM.CurrentPlayerBody.m_startingHealth) { health = GM.CurrentPlayerBody.m_startingHealth; } GM.CurrentPlayerBody.Health = health; } } private void CalcLowHealthEffect() { float num = GM.CurrentPlayerBody.Health / GM.CurrentPlayerBody.m_startingHealth; if (num <= ConfigObj.Config.LowHealthEffectThreshold && !ConfigObj.Config.DisableLowHealthEffect && !CurrentBuffEffect.isLowHealthKillers) { NeedRefreshLowHealthEffect = true; SetLowHealthEffectPost(1f - Mathf.Clamp(num - 0.1f, 0f, 1f) / 0.3f); } else if (NeedRefreshLowHealthEffect) { SetLowHealthEffectPost(0f); NeedRefreshLowHealthEffect = false; } } private void CalcPainEffect() { if (CurrentBuffEffect.isPainkillers) { SetPainEffectPost(0f); return; } float painEffectPost = (float)ThisFramePainLevel * 0.2f; SetPainEffectPost(painEffectPost); } private void CalcTremorEffect() { } private void CalcTremorHand() { //IL_0147: Unknown result type (might be due to invalid IL or missing references) //IL_014c: Unknown result type (might be due to invalid IL or missing references) //IL_0152: Unknown result type (might be due to invalid IL or missing references) //IL_0157: Unknown result type (might be due to invalid IL or missing references) //IL_019b: Unknown result type (might be due to invalid IL or missing references) //IL_01b7: Unknown result type (might be due to invalid IL or missing references) //IL_0094: Unknown result type (might be due to invalid IL or missing references) //IL_009a: Unknown result type (might be due to invalid IL or missing references) //IL_00a5: Unknown result type (might be due to invalid IL or missing references) //IL_00af: 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_00b9: Unknown result type (might be due to invalid IL or missing references) //IL_00c5: Unknown result type (might be due to invalid IL or missing references) //IL_00e4: Unknown result type (might be due to invalid IL or missing references) //IL_00e9: Unknown result type (might be due to invalid IL or missing references) //IL_0112: 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_0072: Unknown result type (might be due to invalid IL or missing references) //IL_0077: Unknown result type (might be due to invalid IL or missing references) if (CurrentBuffEffect.isTremor) { if (TremorSingleShakeTime >= TremorSingleShakeTimeLength) { TremorSingleShakeTimeLength = Random.Range(0.4f, 0.6f); TremorSingleShakeTime = 0f; TremorCurrentDirect = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f)); TremorSingleShakeStrength = Random.Range(0.01f, 0.03f); } TremorCurrentPath += TremorCurrentDirect * TremorSingleShakeStrength * Time.deltaTime; TremorCurrentPath = ((Vector3)(ref TremorCurrentPath)).normalized * Mathf.Clamp(((Vector3)(ref TremorCurrentPath)).magnitude, 0f, 0.05f); TremorSingleShakeTime += Time.deltaTime; GM.CurrentMovementManager.Hands[0].PoseOverride.localPosition = TremorCurrentPath; GM.CurrentMovementManager.Hands[1].PoseOverride.localPosition = TremorCurrentPath; NeedRefreshTremorOffset = true; } else { TremorCurrentDirect = Vector3.zero; TremorCurrentPath = Vector3.zero; TremorSingleShakeStrength = 0f; TremorSingleShakeTime = 0f; TremorSingleShakeTimeLength = 0f; if (NeedRefreshTremorOffset) { GM.CurrentMovementManager.Hands[0].PoseOverride.localPosition = TremorLeftHandPosOver; GM.CurrentMovementManager.Hands[1].PoseOverride.localPosition = TremorRightHandPosOver; NeedRefreshTremorOffset = false; } } } private void CalcTunnelvisionEffect() { if (CurrentBuffEffect.isTunnelvision) { SetTunnelvisionEffectPost(Enable: true); } else { SetTunnelvisionEffectPost(Enable: false); } } private void CalcPainkillerEffect() { if (CurrentBuffEffect.isPainkillers) { SetPainkillersEffectPost(Enable: true); } else { SetPainkillersEffectPost(Enable: false); } } public void AssignNewBuffEffect(BuffEffect TargetBE) { //IL_013f: Unknown result type (might be due to invalid IL or missing references) //IL_0144: Unknown result type (might be due to invalid IL or missing references) //IL_015b: 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) if (TargetBE.isAddHealthPercent) { FVRPlayerBody currentPlayerBody = GM.CurrentPlayerBody; currentPlayerBody.Health += GM.CurrentPlayerBody.m_startingHealth * TargetBE.AddHealthPercent; if (GM.CurrentPlayerBody.Health > GM.CurrentPlayerBody.m_startingHealth) { GM.CurrentPlayerBody.Health = GM.CurrentPlayerBody.m_startingHealth; } } if (TargetBE.isRemoveBleeding) { CurrentBuffEffect.BleedingList.Clear(); } if (TargetBE.isBleedingKillers) { CurrentBuffEffect.isBleedingKillers = true; CurrentBuffEffect.BleedingKillersTime += TargetBE.BleedingKillersTime; } if (TargetBE.isLowHealthKillers) { CurrentBuffEffect.isLowHealthKillers = true; CurrentBuffEffect.LowHealthKillersTime += TargetBE.LowHealthKillersTime; } if (TargetBE.isTremor && !ConfigObj.Config.DisableAllDebuff && !ConfigObj.Config.DisableTremor) { if (!CurrentBuffEffect.isTremor) { TremorLeftHandPosOver = GM.CurrentMovementManager.Hands[0].PoseOverride.localPosition; TremorRightHandPosOver = GM.CurrentMovementManager.Hands[1].PoseOverride.localPosition; } CurrentBuffEffect.isTremor = true; CurrentBuffEffect.TremorTime += TargetBE.TremorTime; } if (TargetBE.isFracture && !ConfigObj.Config.DisableAllDebuff && !ConfigObj.Config.DisableFracture) { CurrentBuffEffect.isFracture = true; CurrentBuffEffect.FractureTime += TargetBE.FractureTime; if (!(TargetBE.FractureTime > 0f)) { } } if (TargetBE.isTunnelvision && !ConfigObj.Config.DisableAllDebuff && !ConfigObj.Config.DisableTunnelvision) { CurrentBuffEffect.isTunnelvision = true; CurrentBuffEffect.TunnelvisionTime += TargetBE.TunnelvisionTime; } if (TargetBE.isPainkillers) { CurrentBuffEffect.isPainkillers = true; CurrentBuffEffect.PainkillersTime += TargetBE.PainkillersTime; } if (TargetBE.isRemovePain) { CurrentBuffEffect.PainList.Clear(); } if (TargetBE.Pain.Enable && !ConfigObj.Config.DisableAllDebuff && !ConfigObj.Config.DisablePain) { CurrentBuffEffect.PainList.Add(TargetBE.Pain); } if (TargetBE.Bleeding.Enable && !ConfigObj.Config.DisableAllDebuff && !ConfigObj.Config.DisableBleeding && !CurrentBuffEffect.isBleedingKillers) { CurrentBuffEffect.BleedingList.Add(TargetBE.Bleeding); } if (TargetBE.SpeedUp.Enable) { CurrentBuffEffect.SpeedUpList.Add(TargetBE.SpeedUp); } if (TargetBE.StrengthUp.Enable) { CurrentBuffEffect.StrengthUpList.Add(TargetBE.StrengthUp); } if (TargetBE.ContinuedHeal.Enable) { CurrentBuffEffect.ContinuedHealList.Add(TargetBE.ContinuedHeal); } if (TargetBE.DamageResist.Enable) { CurrentBuffEffect.DamageResistList.Add(TargetBE.DamageResist); } if (TargetBE.DamageScaler.Enable) { CurrentBuffEffect.DamageScalerList.Add(TargetBE.DamageScaler); } if (TargetBE.AddMaxHealth.Enable) { CurrentBuffEffect.AddMaxHealthList.Add(TargetBE.AddMaxHealth); } if (Mathf.Abs(TargetBE.MaxHealthReducePercent) > 0f && !ConfigObj.Config.DisableMaxHealthReduce) { CurrentBuffEffect.MaxHealthReducePercent = Mathf.Max(CurrentBuffEffect.MaxHealthReducePercent + TargetBE.MaxHealthReducePercent, 0f); CurrentBuffEffect.MaxHealthReducePercent = Mathf.Min(CurrentBuffEffect.MaxHealthReducePercent, ConfigObj.Config.MaxMaxHealthReducePercent); } } private void SetPainEffectPost(float PainLevel) { PainCL_rbcount.Value = ((!(PainLevel <= 0f)) ? 6 : 0); PainCL_rbdesat.Value = -0.75f * PainLevel; PainCL_rbdist.Value = 1.44444f * PainLevel; PainCL_brightness.Value = -0.55f * PainLevel; } private void SetLowHealthEffectPost(float LowHealthLevel) { LowHealthCL_lowhealthenable.Value = LowHealthLevel; LowHealthCL_saturation.Value = -0.55f * LowHealthLevel; } private void SetTunnelvisionEffectPost(bool Enable) { TunnelvisionCL_tunnelvisionenable.Value = (Enable ? 1f : 0f); } private void SetBleedingEffectPost(float BleedingLevel) { Bleeding_distortsrength.Value = BleedingLevel; } private void SetTremorEffectPost(bool Enable) { Tremor_tremorenable.Value = (Enable ? 1f : 0f); } private void SetPainkillersEffectPost(bool Enable) { PainkillersCL_brightness.Value = (Enable ? 0.25f : 0f); PainkillersCL_lsscale.Value = (Enable ? 1.15f : 0f); PainkillersCL_lscount.Value = (Enable ? 1.5f : 0f); } } } namespace EF.BuffSystem { public static class StoreBuffSettingHelper { public static void Store(string path, BuffSystemSetting Target) { XmlSerializer xmlSerializer = new XmlSerializer(typeof(BuffSystemSetting)); FileStream fileStream = File.OpenWrite(path); fileStream.Seek(0L, SeekOrigin.Begin); fileStream.SetLength(0L); xmlSerializer.Serialize(fileStream, Target); fileStream.Flush(); fileStream.Close(); } public static BuffSystemSetting Read(string path) { FileStream fileStream = new FileStream(path, FileMode.Open); XmlSerializer xmlSerializer = new XmlSerializer(typeof(BuffSystemSetting)); BuffSystemSetting buffSystemSetting = new BuffSystemSetting(); buffSystemSetting = (BuffSystemSetting)xmlSerializer.Deserialize(fileStream); fileStream.Close(); return buffSystemSetting; } } } namespace EF.VoiceSystem { public class EF_VoiceSystem : MonoBehaviour { private float timer = 0f; private float UpdateRate = 0.1f; public AudioSource HitPainAudioSource; public AudioSource BreathAudioSource; public AudioSource DeathAudioSource; public AudioSource FractureAudioSource; public List HitPain = new List(); public List Breath = new List(); public List Death = new List(); public List Fracture = new List(); private int CurrentBreathClip = 0; private void Start() { //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Expected O, but got Unknown GM.CurrentSceneSettings.PlayerDeathEvent += new PlayerDeath(PlayDeathAudio); } private void Update() { timer += Time.deltaTime; if (!(timer > UpdateRate)) { return; } timer -= UpdateRate; if (EF_BuffSystem_GlobalObject.GetInstance().Config.DisableBreathAudio) { BreathAudioSource.mute = true; } else if ((double)(GM.CurrentPlayerBody.Health / GM.CurrentPlayerBody.m_startingHealth) <= 0.2) { if (CurrentBreathClip != 2) { ChangeBreathAudio(2); } } else if (CurrentBreathClip != 0) { ChangeBreathAudio(0); } } public void PlayHitPainAudio() { //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0038: Expected O, but got Unknown //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_005a: 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_0065: Unknown result type (might be due to invalid IL or missing references) //IL_006a: Unknown result type (might be due to invalid IL or missing references) //IL_0077: Unknown result type (might be due to invalid IL or missing references) if ((Object)(object)HitPainAudioSource != (Object)null) { Object.Destroy((Object)(object)HitPainAudioSource); } if (!EF_BuffSystem_GlobalObject.GetInstance().Config.DisableTookDamageAudio) { AudioEvent val = new AudioEvent(); val.Clips = HitPain; val.VolumeRange = new Vector2(0.4f, 0.4f); val.PitchRange = Vector2.one; val.ClipLengthRange = Vector2.one; AudioEvent val2 = val; SM.PlayGenericSound(val2, GM.CurrentPlayerBody.headPositionFiltered); } } public void ChangeBreathAudio(int Clip) { switch (Clip) { case 2: BreathAudioSource.clip = Breath[2]; BreathAudioSource.Play(); CurrentBreathClip = 2; break; case 0: BreathAudioSource.clip = Breath[0]; BreathAudioSource.Play(); CurrentBreathClip = 0; break; } } public void PlayDeathAudio(bool killself) { //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0038: Expected O, but got Unknown //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_005a: 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_0065: Unknown result type (might be due to invalid IL or missing references) //IL_006a: Unknown result type (might be due to invalid IL or missing references) //IL_0077: Unknown result type (might be due to invalid IL or missing references) if ((Object)(object)DeathAudioSource != (Object)null) { Object.Destroy((Object)(object)DeathAudioSource); } if (!EF_BuffSystem_GlobalObject.GetInstance().Config.DisableTookDamageAudio) { AudioEvent val = new AudioEvent(); val.Clips = Death; val.VolumeRange = new Vector2(0.4f, 0.4f); val.PitchRange = Vector2.one; val.ClipLengthRange = Vector2.one; AudioEvent val2 = val; SM.PlayGenericSound(val2, GM.CurrentPlayerBody.headPositionFiltered); } } public void PlayFractureAudio() { //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0038: Expected O, but got Unknown //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_005a: 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_0065: Unknown result type (might be due to invalid IL or missing references) //IL_006a: Unknown result type (might be due to invalid IL or missing references) //IL_0077: Unknown result type (might be due to invalid IL or missing references) if ((Object)(object)FractureAudioSource != (Object)null) { Object.Destroy((Object)(object)FractureAudioSource); } if (!EF_BuffSystem_GlobalObject.GetInstance().Config.DisableTookDamageAudio) { AudioEvent val = new AudioEvent(); val.Clips = Fracture; val.VolumeRange = new Vector2(0.4f, 0.4f); val.PitchRange = Vector2.one; val.ClipLengthRange = Vector2.one; AudioEvent val2 = val; SM.PlayGenericSound(val2, GM.CurrentPlayerBody.headPositionFiltered); } } } } namespace EF.BuffSystem.UI { [ExecuteInEditMode] public class BuffBlockUpdate : MonoBehaviour { public Image Pannel = null; public Text LV = null; public Text LVTitle = null; public Text Time = null; public Text Special = null; public bool HasLV = true; public bool IsSpecial = false; public Color GoodBuffColor = Color.green; public Color BadBuffColor = Color.red; public Color DeactiveBuffColor = Color.black; public void Refresh(bool active, bool GoodBuff, int iLV = 0, float iTime = 0f, string iSpecial = "none") { //IL_0019: Unknown result type (might be due to invalid IL or missing references) //IL_000e: Unknown result type (might be due to invalid IL or missing references) //IL_0086: Unknown result type (might be due to invalid IL or missing references) ((Graphic)Pannel).color = (GoodBuff ? GoodBuffColor : BadBuffColor); if (IsSpecial) { Special.text = iSpecial; } else { LV.text = iLV.ToString(); Time.text = ((int)iTime).ToString(); } if (!active) { ((Graphic)Pannel).color = DeactiveBuffColor; } } private void Start() { if (HasLV) { ((Behaviour)LV).enabled = true; ((Behaviour)LVTitle).enabled = true; } else { ((Behaviour)LV).enabled = false; ((Behaviour)LVTitle).enabled = false; } } } [ExecuteInEditMode] public class UIUpdater : MonoBehaviour { public GameObject TransformObj; public Manager BSM; public GameObject Pain; public GameObject Bleeding; public GameObject Tremor; public GameObject Fracture; public GameObject Tunnelvision; public GameObject Painkiller; public GameObject Adrenaline; public GameObject PvtBleed; public GameObject SpeedUp; public GameObject StrengthUp; public GameObject Healing; public GameObject DamResist; public GameObject DamScaler; public GameObject MaxHealth; public GameObject Injure; public Text HPText; private float time = 0f; private float rate = 0.06666f; private void Start() { } private void Update() { //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_004d: Unknown result type (might be due to invalid IL or missing references) Vector3 localScale = ((Component)this).gameObject.transform.localScale; if (WristMenuAPI.Instance2.m_isActive) { localScale.x = 0.00035f; } else { localScale.x = 0f; } ((Component)this).gameObject.transform.localScale = localScale; time += Time.deltaTime; if (time > rate) { time -= rate; Pain.GetComponent().Refresh(BSM.ThisFramePainLevel != 0, GoodBuff: false, BSM.ThisFramePainLevel, (int)BSM.ThisFramePainTime); Bleeding.GetComponent().Refresh(BSM.ThisFrameBleedingLevel != 0, GoodBuff: false, BSM.ThisFrameBleedingLevel, (int)BSM.ThisFrameBleedingTime); Tremor.GetComponent().Refresh(BSM.CurrentBuffEffect.isTremor, GoodBuff: false, 0, (int)BSM.CurrentBuffEffect.TremorTime); Fracture.GetComponent().Refresh(BSM.CurrentBuffEffect.isFracture, GoodBuff: false, 0, (int)BSM.CurrentBuffEffect.FractureTime); Tunnelvision.GetComponent().Refresh(BSM.CurrentBuffEffect.isTunnelvision, GoodBuff: false, 0, (int)BSM.CurrentBuffEffect.TunnelvisionTime); Painkiller.GetComponent().Refresh(BSM.CurrentBuffEffect.isPainkillers, GoodBuff: true, 0, (int)BSM.CurrentBuffEffect.PainkillersTime); Adrenaline.GetComponent().Refresh(BSM.CurrentBuffEffect.isLowHealthKillers, GoodBuff: true, 0, (int)BSM.CurrentBuffEffect.LowHealthKillersTime); PvtBleed.GetComponent().Refresh(BSM.CurrentBuffEffect.isBleedingKillers, GoodBuff: true, 0, (int)BSM.CurrentBuffEffect.BleedingKillersTime); SpeedUp.GetComponent().Refresh(BSM.ThisFrameSpeedUpLevel != 0, BSM.ThisFrameSpeedUpLevel >= 0, BSM.ThisFrameSpeedUpLevel, (int)BSM.ThisFrameSpeedUpTime); StrengthUp.GetComponent().Refresh(BSM.ThisFrameStrengthUpLevel != 0, BSM.ThisFrameStrengthUpLevel >= 0, BSM.ThisFrameStrengthUpLevel, (int)BSM.ThisFrameStrengthUpTime); Pain.GetComponent().Refresh(BSM.ThisFramePainLevel != 0, GoodBuff: false, BSM.ThisFramePainLevel, (int)BSM.ThisFramePainTime); Healing.GetComponent().Refresh(BSM.ThisFrameContinuedHealLevel != 0, BSM.ThisFrameContinuedHealLevel >= 0, BSM.ThisFrameContinuedHealLevel, (int)BSM.ThisFrameContinuedHealTime); DamResist.GetComponent().Refresh(BSM.ThisFrameDamageResistLevel != 0, BSM.ThisFrameDamageResistLevel >= 0, BSM.ThisFrameDamageResistLevel, (int)BSM.ThisFrameDamageResistTime); DamScaler.GetComponent().Refresh(BSM.ThisFrameDamageScalerLevel != 0, BSM.ThisFrameDamageScalerLevel >= 0, BSM.ThisFrameDamageScalerLevel, (int)BSM.ThisFrameDamageScalerTime); MaxHealth.GetComponent().Refresh(BSM.ThisFrameAddMaxHealthLevel != 0, BSM.ThisFrameAddMaxHealthLevel >= 0, BSM.ThisFrameAddMaxHealthLevel, (int)BSM.ThisFrameAddMaxHealthTime); Injure.GetComponent().Refresh(BSM.CurrentBuffEffect.MaxHealthReducePercent > 0f, GoodBuff: false, 0, 0f, ((int)(BSM.CurrentBuffEffect.MaxHealthReducePercent * 100f)).ToString()); HPText.text = "HP : " + (int)GM.CurrentPlayerBody.Health + "/" + (int)GM.CurrentPlayerBody.m_startingHealth; } } } } namespace EF.PostSystem { public class EFPost_AutoHook : MonoBehaviour { public Shader RefShader; public Texture2D RefLowHealthTexture; public Texture2D RefNoiseTexture; public EFPost_CamScript EFP; private void Start() { if (Object.op_Implicit((Object)(object)GM.CurrentPlayerBody) && Object.op_Implicit((Object)(object)GM.CurrentPlayerBody.EyeCam)) { EFPost_CamScript component = ((Component)GM.CurrentPlayerBody.EyeCam).gameObject.GetComponent(); if ((Object)(object)component == (Object)null) { EFP = ((Component)GM.CurrentPlayerBody.EyeCam).gameObject.AddComponent(); } else { EFP = component; } EFP.LowHealthTexture = RefLowHealthTexture; EFP.NoiseTexture = RefNoiseTexture; EFP.shader = RefShader; } } private void Update() { //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_0020: Unknown result type (might be due to invalid IL or missing references) //IL_002a: Unknown result type (might be due to invalid IL or missing references) //IL_002f: Unknown result type (might be due to invalid IL or missing references) //IL_003e: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Unknown result type (might be due to invalid IL or missing references) //IL_004d: Unknown result type (might be due to invalid IL or missing references) //IL_0067: Unknown result type (might be due to invalid IL or missing references) ((Component)this).transform.position = GM.CurrentPlayerBody.LeftHand.position + GM.CurrentPlayerBody.LeftHand.forward * -0.15f + GM.CurrentPlayerBody.LeftHand.right * -0.1f; ((Component)this).transform.rotation = GM.CurrentPlayerBody.LeftHand.rotation; } } [ExecuteInEditMode] [RequireComponent(typeof(Camera))] public class EFPost_BaseClass : MonoBehaviour { public Shader shader = null; private Material _material = null; public Material _Material { get { if ((Object)(object)_material == (Object)null) { _material = GenerateMaterial(shader); } return _material; } } protected Material GenerateMaterial(Shader shader) { //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0032: Expected O, but got Unknown if ((Object)(object)shader == (Object)null) { return null; } if (!shader.isSupported) { return null; } Material val = new Material(shader); ((Object)val).hideFlags = (HideFlags)52; if (Object.op_Implicit((Object)(object)val)) { return val; } return null; } } public class EFPost_CamScript : EFPost_BaseClass { public Texture2D LowHealthTexture; public Texture2D NoiseTexture; public float brightness = 1f; public float contrast = 1f; public float saturation = 1f; public Color multcolor = Color.white; public float rbcount = 0f; public float rbdist = 0f; public float rbdesat = 0.9f; public float rbnoise = 0.9f; public float rbcenterreduce = 0.02f; public float lscount = 0f; public float lsscale = 0f; public float lowhealthenable = 0f; public float tunnelvisionenable = 0f; public float distortstrength = 0f; public float tremorenable = 0f; private GlobalPostChangeList TargetGlobalPostCL = GlobalPostChangeList.GetInstance(); private float timer = 0f; private float UpdateRate = 0.01666667f; private void Update() { timer += Time.deltaTime; if (timer > UpdateRate) { timer -= UpdateRate; UpdateValues(); } } private void OnRenderImage(RenderTexture src, RenderTexture dest) { ApplyPost(src, dest); } private void UpdateValues() { UpdateFloatValue(out brightness, brightness, TargetGlobalPostCL.CL_brightness, 1f, 4f, 15f, 0.3f); UpdateFloatValue(out contrast, contrast, TargetGlobalPostCL.CL_contrast, 1f, 4f, 2f, 0f); UpdateFloatValue(out saturation, saturation, TargetGlobalPostCL.CL_saturation, 1f, 4f, 2f, 0f); UpdateFloatValue(out rbcount, rbcount, TargetGlobalPostCL.CL_rbcount, 0f, 4f, 16f, 0f); UpdateFloatValue(out rbdesat, rbdesat, TargetGlobalPostCL.CL_rbdesat, 0.8f, 4f, 1f, 0f); UpdateFloatValue(out rbdist, rbdist, TargetGlobalPostCL.CL_rbdist, 0f, 4f, 2f, 0f); UpdateFloatValue(out lscount, lscount, TargetGlobalPostCL.CL_lscount, 0f, 16f, 3f, 0f); UpdateFloatValue(out lsscale, lsscale, TargetGlobalPostCL.CL_lsscale, 0f, 4f, 3f, 0f); UpdateFloatValue(out lowhealthenable, lowhealthenable, TargetGlobalPostCL.CL_lowhealthenable, 0f, 4f, 1f, 0f); UpdateFloatValue(out tunnelvisionenable, tunnelvisionenable, TargetGlobalPostCL.CL_tunnelvisionenable, 0f, 4f, 1f, 0f); UpdateFloatValue(out distortstrength, distortstrength, TargetGlobalPostCL.CL_distortstrength, 0f, 4f, 1f, 0f); UpdateFloatValue(out tremorenable, tremorenable, TargetGlobalPostCL.CL_tremorenable, 0f, 4f, 1f, 0f); } private void UpdateFloatValue(out float TargetFloat, float CurrentValue, List TargetCL, float DefaultValue, float ChangeSpeed, float max = 99999f, float min = -99999f) { float num = 0f; foreach (PostFloatChange item in TargetCL) { if (item == null) { TargetCL.Remove(item); Console.Write("PostSystem : except change list found"); } else { num += item.Value; } } float num2 = DefaultValue + num; float num3 = num2 - CurrentValue; float num4; if ((double)Mathf.Sqrt(num3) < 0.0001) { num4 = num2; } else { float num5 = num3 * Mathf.Clamp(UpdateRate * ChangeSpeed, 0f, 1f); num4 = CurrentValue + num5; } TargetFloat = Mathf.Clamp(num4, min, max); } private void ApplyPost(RenderTexture src, RenderTexture dest) { //IL_00e4: Unknown result type (might be due to invalid IL or missing references) if (Object.op_Implicit((Object)(object)base._Material)) { base._Material.SetTexture("_LowHealthTex", (Texture)(object)LowHealthTexture); base._Material.SetFloat("_LowHealthEnable", lowhealthenable); base._Material.SetFloat("_TunnelvisionEnable", tunnelvisionenable); base._Material.SetFloat("_DistortStrength", distortstrength); base._Material.SetTexture("_NoiseTexture", (Texture)(object)NoiseTexture); base._Material.SetFloat("_TremorEnable", tremorenable); base._Material.SetFloat("_Brightness", brightness); base._Material.SetFloat("_Saturation", saturation); base._Material.SetFloat("_Contrast", contrast); base._Material.SetColor("_MultColor", multcolor); base._Material.SetInt("_RBCount", (int)Mathf.Floor(rbcount)); base._Material.SetFloat("_RBDist", rbdist); base._Material.SetFloat("_RBDesat", rbdesat); base._Material.SetFloat("_RBNoise", rbnoise); base._Material.SetFloat("_RBCenterReduce", rbcenterreduce); base._Material.SetInt("_LSCount", (int)Mathf.Floor(lscount)); base._Material.SetFloat("_LSScale", lsscale); Graphics.Blit((Texture)(object)src, dest, base._Material); } else { Graphics.Blit((Texture)(object)src, dest); } } } } [BepInPlugin("Ax.EscapeFrame_PostSystem", "EscapeFrame_PostSystem", "1.0.1")] [BepInProcess("h3vr.exe")] [BepInDependency("h3vr.otherloader", "1.1.5")] public class EscapeFrame_PostSystemPlugin : BaseUnityPlugin { private static readonly string BasePath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); public void Awake() { LoadAssets(); } private void LoadAssets() { OtherLoader.RegisterDirectLoad(BasePath, "Ax.EscapeFrame_PostSystem", "", "ef.postsystem", "", ""); } } namespace JerryAr.EscapeFrame_PostSystem_Fixed { [BepInPlugin("JerryAr.EscapeFrame_PostSystem_Fixed", "EscapeFrame_PostSystem_Fixed", "1.0.0")] [BepInProcess("h3vr.exe")] [Description("Built with MeatKit")] [BepInDependency("h3vr.otherloader", "1.3.0")] public class EscapeFrame_PostSystem_FixedPlugin : BaseUnityPlugin { private static readonly string BasePath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); internal static ManualLogSource Logger; private void Awake() { Logger = ((BaseUnityPlugin)this).Logger; LoadAssets(); } private void LoadAssets() { Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), "JerryAr.EscapeFrame_PostSystem_Fixed"); OtherLoader.RegisterDirectLoad(BasePath, "JerryAr.EscapeFrame_PostSystem_Fixed", "", "ef.postsystem", "", ""); } } }