using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BloodLab.Blood;
using BloodLab.Configuration;
using BloodLab.Core;
using BloodLab.Droplet;
using BloodLab.Effects;
using BloodLab.Stain;
using BloodLab.Utilities;
using BoneLib.BoneMenu;
using HarmonyLib;
using Il2CppInterop.Runtime;
using Il2CppInterop.Runtime.Injection;
using Il2CppInterop.Runtime.InteropTypes;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using Il2CppSLZ.Marrow;
using Il2CppSLZ.Marrow.AI;
using Il2CppSLZ.Marrow.Combat;
using Il2CppSLZ.Marrow.PuppetMasta;
using MelonLoader;
using MelonLoader.Preferences;
using MelonLoader.Utils;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Rendering;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: MelonInfo(typeof(BloodLabMod), "BloodLab", "0.1.1", "leonfwfw", null)]
[assembly: MelonGame("Stress Level Zero", "BONELAB")]
[assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")]
[assembly: AssemblyCompany("BloodLab")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("BloodLab")]
[assembly: AssemblyTitle("BloodLab")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[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 BloodLab.Utilities
{
public static class SurfaceUtils
{
public static Quaternion AlignToNormal(Vector3 normal)
{
//IL_0022: Unknown result type (might be due to invalid IL or missing references)
//IL_0023: Unknown result type (might be due to invalid IL or missing references)
//IL_0013: Unknown result type (might be due to invalid IL or missing references)
//IL_0018: Unknown result type (might be due to invalid IL or missing references)
//IL_0040: Unknown result type (might be due to invalid IL or missing references)
//IL_0039: 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_0046: Unknown result type (might be due to invalid IL or missing references)
//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_004d: Unknown result type (might be due to invalid IL or missing references)
//IL_0052: Unknown result type (might be due to invalid IL or missing references)
//IL_0063: Unknown result type (might be due to invalid IL or missing references)
//IL_006f: Unknown result type (might be due to invalid IL or missing references)
//IL_0074: Unknown result type (might be due to invalid IL or missing references)
//IL_0079: Unknown result type (might be due to invalid IL or missing references)
//IL_007d: Unknown result type (might be due to invalid IL or missing references)
if (((Vector3)(ref normal)).sqrMagnitude < 0.0001f)
{
normal = Vector3.up;
}
((Vector3)(ref normal)).Normalize();
Vector3 val = ((Mathf.Abs(Vector3.Dot(normal, Vector3.up)) > 0.95f) ? Vector3.forward : Vector3.up);
Quaternion val2 = Quaternion.LookRotation(-normal, val);
float num = Random.Range(0f, 360f);
return val2 * Quaternion.Euler(0f, 0f, num);
}
public static Vector3 SafeOffset(Vector3 point, Vector3 normal, float distance = 0.01f)
{
//IL_0001: Unknown result type (might be due to invalid IL or missing references)
//IL_0004: Unknown result type (might be due to invalid IL or missing references)
//IL_000a: Unknown result type (might be due to invalid IL or missing references)
//IL_000f: Unknown result type (might be due to invalid IL or missing references)
//IL_0014: 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)
return point + ((Vector3)(ref normal)).normalized * distance;
}
}
}
namespace BloodLab.Stain
{
[RegisterTypeInIl2Cpp]
public class BloodStain : MonoBehaviour
{
private static Mesh _sharedQuadMesh;
private static Shader _cachedShader;
private static bool _shaderResolved;
private MeshRenderer _renderer;
private MaterialPropertyBlock _propertyBlock;
private float _timer;
private float _lifetime;
private float _targetSize;
private float _visualSize;
public Vector3 WorldPosition => ((Component)this).transform.position;
public BloodStain(IntPtr ptr)
: base(ptr)
{
}
private void Awake()
{
//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
//IL_00b1: Expected O, but got Unknown
//IL_0092: Unknown result type (might be due to invalid IL or missing references)
//IL_0097: Unknown result type (might be due to invalid IL or missing references)
//IL_00a5: Expected O, but got Unknown
EnsureSharedMesh();
MeshFilter val = ((Component)this).GetComponent<MeshFilter>();
if ((Object)(object)val == (Object)null)
{
val = ((Component)this).gameObject.AddComponent<MeshFilter>();
}
val.sharedMesh = _sharedQuadMesh;
_renderer = ((Component)this).GetComponent<MeshRenderer>();
if ((Object)(object)_renderer == (Object)null)
{
_renderer = ((Component)this).gameObject.AddComponent<MeshRenderer>();
}
((Renderer)_renderer).shadowCastingMode = (ShadowCastingMode)0;
((Renderer)_renderer).receiveShadows = false;
Shader val2 = ResolveWorkingShader();
if ((Object)(object)val2 != (Object)null)
{
((Renderer)_renderer).sharedMaterial = new Material(val2)
{
hideFlags = (HideFlags)61
};
}
_propertyBlock = new MaterialPropertyBlock();
}
public void PlaceOnGround(Vector3 worldPosition, Vector3 groundNormal, Texture2D texture, float startSize)
{
//IL_0019: Unknown result type (might be due to invalid IL or missing references)
//IL_001a: 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_0031: Unknown result type (might be due to invalid IL or missing references)
//IL_0032: Unknown result type (might be due to invalid IL or missing references)
//IL_0056: Unknown result type (might be due to invalid IL or missing references)
((Component)this).transform.SetParent(BloodEffectManager.RootTransform, true);
((Component)this).transform.position = SurfaceUtils.SafeOffset(worldPosition, groundNormal, 0.006f);
((Component)this).transform.rotation = SurfaceUtils.AlignToNormal(groundNormal);
_visualSize = 0f;
_targetSize = startSize;
((Component)this).transform.localScale = Vector3.zero;
if ((Object)(object)texture != (Object)null && (Object)(object)_renderer != (Object)null && (Object)(object)((Renderer)_renderer).sharedMaterial != (Object)null)
{
_propertyBlock.Clear();
((Renderer)_renderer).GetPropertyBlock(_propertyBlock);
_propertyBlock.SetTexture("_MainTex", (Texture)(object)texture);
((Renderer)_renderer).SetPropertyBlock(_propertyBlock);
}
_timer = 0f;
_lifetime = 60f;
}
public void Grow(float amount, float maxSize)
{
float num = Mathf.Min(_targetSize + amount, maxSize);
_targetSize = Mathf.Max(_targetSize, num);
_timer = 0f;
}
private void Update()
{
//IL_0070: Unknown result type (might be due to invalid IL or missing references)
if ((Object)(object)this == (Object)null)
{
return;
}
try
{
if (!Mathf.Approximately(_visualSize, _targetSize))
{
_visualSize = Mathf.MoveTowards(_visualSize, _targetSize, BloodLabPreferences.StainGrowthSpeed.Value * Time.deltaTime * 0.1f);
((Component)this).transform.localScale = new Vector3(_visualSize, _visualSize, 1f);
}
_timer += Time.deltaTime;
if (_timer >= _lifetime)
{
BloodEffectManager.ReleaseStain(this);
}
}
catch
{
}
}
private static Shader ResolveWorkingShader()
{
if (_shaderResolved)
{
return _cachedShader;
}
_shaderResolved = true;
string[] array = new string[4] { "Sprites/Default", "Unlit/Transparent", "Unlit/Texture", "UI/Default" };
string[] array2 = array;
foreach (string text in array2)
{
Shader val = Shader.Find(text);
if ((Object)(object)val != (Object)null)
{
_cachedShader = val;
return _cachedShader;
}
}
Renderer val2 = Object.FindObjectOfType<Renderer>();
if ((Object)(object)val2 != (Object)null && (Object)(object)val2.sharedMaterial != (Object)null && (Object)(object)val2.sharedMaterial.shader != (Object)null)
{
_cachedShader = val2.sharedMaterial.shader;
return _cachedShader;
}
_shaderResolved = false;
return null;
}
private static void EnsureSharedMesh()
{
//IL_0015: Unknown result type (might be due to invalid IL or missing references)
//IL_001a: 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_0034: Expected O, but got Unknown
//IL_0050: Unknown result type (might be due to invalid IL or missing references)
//IL_0055: Unknown result type (might be due to invalid IL or missing references)
//IL_006b: Unknown result type (might be due to invalid IL or missing references)
//IL_0070: 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)
//IL_008b: Unknown result type (might be due to invalid IL or missing references)
//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
//IL_00a6: Unknown result type (might be due to invalid IL or missing references)
//IL_00cd: Unknown result type (might be due to invalid IL or missing references)
//IL_00d2: 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)
//IL_00e8: Unknown result type (might be due to invalid IL or missing references)
//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
//IL_00fe: Unknown result type (might be due to invalid IL or missing references)
//IL_010f: Unknown result type (might be due to invalid IL or missing references)
//IL_0114: Unknown result type (might be due to invalid IL or missing references)
if (!((Object)(object)_sharedQuadMesh != (Object)null))
{
_sharedQuadMesh = new Mesh
{
name = "BloodLab_StainQuadMesh",
hideFlags = (HideFlags)61
};
_sharedQuadMesh.vertices = Il2CppStructArray<Vector3>.op_Implicit((Vector3[])(object)new Vector3[4]
{
new Vector3(-0.5f, -0.5f, 0f),
new Vector3(0.5f, -0.5f, 0f),
new Vector3(0.5f, 0.5f, 0f),
new Vector3(-0.5f, 0.5f, 0f)
});
_sharedQuadMesh.uv = Il2CppStructArray<Vector2>.op_Implicit((Vector2[])(object)new Vector2[4]
{
new Vector2(0f, 0f),
new Vector2(1f, 0f),
new Vector2(1f, 1f),
new Vector2(0f, 1f)
});
_sharedQuadMesh.triangles = Il2CppStructArray<int>.op_Implicit(new int[6] { 0, 2, 1, 0, 3, 2 });
_sharedQuadMesh.RecalculateNormals();
_sharedQuadMesh.RecalculateBounds();
}
}
}
}
namespace BloodLab.Effects
{
public enum ImpactSource
{
Projectile,
Melee
}
public struct ImpactData
{
public Vector3 Position;
public Vector3 Normal;
public Vector3 Direction;
public Collider HitCollider;
public GameObject HitObject;
public bool IsLivingEntity;
public float Intensity;
public ImpactSource Source;
}
public static class ImpactHooks
{
[HarmonyPatch(typeof(Projectile), "Awake")]
public static class ProjectileAwakePatch
{
public static void Postfix(Projectile __instance)
{
try
{
if ((Object)(object)__instance == (Object)null || __instance.onCollision == null)
{
return;
}
((UnityEvent<Collider, Vector3, Vector3>)(object)__instance.onCollision).AddListener(UnityAction<Collider, Vector3, Vector3>.op_Implicit((Action<Collider, Vector3, Vector3>)delegate(Collider hitCollider, Vector3 worldPoint, Vector3 normal)
{
//IL_0039: 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_0027: 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_004a: Unknown result type (might be due to invalid IL or missing references)
//IL_004b: Unknown result type (might be due to invalid IL or missing references)
//IL_0052: Unknown result type (might be due to invalid IL or missing references)
//IL_0053: 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_005b: Unknown result type (might be due to invalid IL or missing references)
try
{
if (!((Object)(object)hitCollider == (Object)null))
{
Vector3 direction = (((Object)(object)__instance != (Object)null) ? ((Component)__instance).transform.forward : (-normal));
ImpactData data = new ImpactData
{
Position = worldPoint,
Normal = normal,
Direction = direction,
HitCollider = hitCollider,
HitObject = ((Component)hitCollider).gameObject,
IsLivingEntity = IsLivingTarget(hitCollider),
Intensity = 1f,
Source = ImpactSource.Projectile
};
MainThreadDispatcher.Enqueue(delegate
{
BloodEffectManager.HandleImpact(data);
});
}
}
catch (Exception ex2)
{
MelonLogger.Error("[BloodLab] cant process projectile impact: " + ex2);
}
}));
}
catch (Exception ex)
{
MelonLogger.Error("[BloodLab] failed to hook Projectile.Awake: " + ex);
}
}
}
[HarmonyPatch(typeof(SubBehaviourHealth), "TakeDamage")]
public static class TakeDamagePatch
{
public static void Postfix(SubBehaviourHealth __instance, int m, Attack attack)
{
//IL_0022: Unknown result type (might be due to invalid IL or missing references)
//IL_0032: Unknown result type (might be due to invalid IL or missing references)
//IL_0034: Unknown result type (might be due to invalid IL or missing references)
//IL_0039: 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_0056: Unknown result type (might be due to invalid IL or missing references)
//IL_0058: Unknown result type (might be due to invalid IL or missing references)
//IL_005d: Unknown result type (might be due to invalid IL or missing references)
//IL_0062: Unknown result type (might be due to invalid IL or missing references)
//IL_0066: Unknown result type (might be due to invalid IL or missing references)
//IL_004e: 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_006b: Unknown result type (might be due to invalid IL or missing references)
//IL_0078: Unknown result type (might be due to invalid IL or missing references)
//IL_0079: Unknown result type (might be due to invalid IL or missing references)
//IL_0080: 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_0088: Unknown result type (might be due to invalid IL or missing references)
//IL_008a: Unknown result type (might be due to invalid IL or missing references)
try
{
Collider collider = attack.collider;
if (!((Object)(object)collider == (Object)null))
{
ResolveMeleeHitPoint(attack.origin, collider, out var point, out var normal);
Vector3 val = point - attack.origin;
Vector3 val2;
if (!(((Vector3)(ref val)).sqrMagnitude > 0.0001f))
{
val2 = -normal;
}
else
{
val = point - attack.origin;
val2 = ((Vector3)(ref val)).normalized;
}
Vector3 direction = val2;
ImpactData data = new ImpactData
{
Position = point,
Normal = normal,
Direction = direction,
HitCollider = collider,
HitObject = ((Component)collider).gameObject,
IsLivingEntity = true,
Intensity = Mathf.Clamp01((float)m / 25f),
Source = ImpactSource.Melee
};
MainThreadDispatcher.Enqueue(delegate
{
BloodEffectManager.HandleImpact(data);
});
}
}
catch (Exception ex)
{
MelonLogger.Error("[BloodLab] melee damage failed to process: " + ex);
}
}
}
private static void ResolveMeleeHitPoint(Vector3 origin, Collider col, out Vector3 point, out Vector3 normal)
{
//IL_0002: Unknown result type (might be due to invalid IL or missing references)
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
//IL_000a: Unknown result type (might be due to invalid IL or missing references)
//IL_000f: Unknown result type (might be due to invalid IL or missing references)
//IL_0010: 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_0012: 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_0026: Unknown result type (might be due to invalid IL or missing references)
//IL_0029: Unknown result type (might be due to invalid IL or missing references)
//IL_0079: Unknown result type (might be due to invalid IL or missing references)
//IL_007a: Unknown result type (might be due to invalid IL or missing references)
//IL_007f: 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)
//IL_008b: 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_0091: 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_0063: Unknown result type (might be due to invalid IL or missing references)
//IL_006b: Unknown result type (might be due to invalid IL or missing references)
//IL_0070: 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_00b5: Unknown result type (might be due to invalid IL or missing references)
//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
//IL_00be: Unknown result type (might be due to invalid IL or missing references)
//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
//IL_00c3: Unknown result type (might be due to invalid IL or missing references)
Bounds bounds = col.bounds;
Vector3 center = ((Bounds)(ref bounds)).center;
Vector3 val = center - origin;
RaycastHit val2 = default(RaycastHit);
if (((Vector3)(ref val)).sqrMagnitude > 0.0001f && Physics.Raycast(origin, ((Vector3)(ref val)).normalized, ref val2, ((Vector3)(ref val)).magnitude + 1f) && (Object)(object)((RaycastHit)(ref val2)).collider == (Object)(object)col)
{
point = ((RaycastHit)(ref val2)).point;
normal = ((RaycastHit)(ref val2)).normal;
return;
}
point = col.ClosestPoint(origin);
Vector3 val3 = point - origin;
Vector3 val4;
if (!(((Vector3)(ref val3)).sqrMagnitude > 0.0001f))
{
val4 = ((Component)col).transform.up;
}
else
{
val3 = point - origin;
val4 = ((Vector3)(ref val3)).normalized;
}
normal = val4;
}
private static bool IsLivingTarget(Collider hitCollider)
{
AIBrain componentInParent = ((Component)hitCollider).GetComponentInParent<AIBrain>();
return (Object)(object)componentInParent != (Object)null && !componentInParent.isDead;
}
}
public static class MainThreadDispatcher
{
private static readonly Queue<Action> _queue = new Queue<Action>();
private static readonly object _lock = new object();
public static void Enqueue(Action action)
{
if (action == null)
{
return;
}
lock (_lock)
{
_queue.Enqueue(action);
}
}
public static void ProcessQueue()
{
while (true)
{
Action action;
lock (_lock)
{
if (_queue.Count == 0)
{
break;
}
action = _queue.Dequeue();
}
try
{
action();
}
catch (Exception ex)
{
MelonLogger.Error("[BloodLab] queued action failed: " + ex);
}
}
}
}
}
namespace BloodLab.Droplet
{
[RegisterTypeInIl2Cpp]
public class BleedWound : MonoBehaviour
{
private Transform _trackedTransform;
private Vector3 _localOffset;
private Transform _ignoreRoot;
private float _elapsed;
private float _tickTimer;
private float _intensity;
private float _startDelay;
private float _forcedPoolMaxSize;
public BleedWound(IntPtr ptr)
: base(ptr)
{
}
public void Begin(Transform trackedTransform, Vector3 initialWorldPosition, Transform ignoreRoot, float intensity, float startDelay = 0f, float forcedPoolMaxSize = -1f)
{
//IL_005f: Unknown result type (might be due to invalid IL or missing references)
//IL_0060: 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)
_trackedTransform = trackedTransform;
_ignoreRoot = ignoreRoot;
_intensity = intensity;
_elapsed = 0f;
_startDelay = Mathf.Max(0f, startDelay);
_forcedPoolMaxSize = forcedPoolMaxSize;
_tickTimer = _startDelay;
if ((Object)(object)_trackedTransform != (Object)null)
{
_localOffset = _trackedTransform.InverseTransformPoint(initialWorldPosition);
}
}
private void Update()
{
if ((Object)(object)this == (Object)null)
{
return;
}
if (!BloodLabPreferences.EnableBleeding.Value || (Object)(object)_trackedTransform == (Object)null)
{
Object.Destroy((Object)(object)((Component)this).gameObject);
return;
}
_elapsed += Time.deltaTime;
_tickTimer += Time.deltaTime;
if (_elapsed >= BloodLabPreferences.BleedDurationSeconds.Value + _startDelay)
{
Object.Destroy((Object)(object)((Component)this).gameObject);
}
else if (_tickTimer >= BloodLabPreferences.BleedIntervalSeconds.Value)
{
_tickTimer = 0f;
EmitTick();
}
}
private void EmitTick()
{
//IL_0008: Unknown result type (might be due to invalid IL or missing references)
//IL_000d: Unknown result type (might be due to invalid IL or missing references)
//IL_0012: Unknown result type (might be due to invalid IL or missing references)
//IL_0076: Unknown result type (might be due to invalid IL or missing references)
//IL_0080: Unknown result type (might be due to invalid IL or missing references)
//IL_0085: Unknown result type (might be due to invalid IL or missing references)
//IL_008f: 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_0099: Unknown result type (might be due to invalid IL or missing references)
//IL_009d: Unknown result type (might be due to invalid IL or missing references)
//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
//IL_00b8: Unknown result type (might be due to invalid IL or missing references)
Vector3 position = _trackedTransform.TransformPoint(_localOffset);
float poolMaxSizeOverride = ((_forcedPoolMaxSize > 0f) ? _forcedPoolMaxSize : BloodLabPreferences.BleedPoolMaxSize.Value);
int num = Mathf.Clamp(Mathf.RoundToInt((float)BloodLabPreferences.BleedDropletsPerTick.Value * Mathf.Clamp(_intensity, 0.5f, 2f)), 1, 10);
for (int i = 0; i < num; i++)
{
BloodDroplet dropletFromPool = BloodEffectManager.GetDropletFromPool();
dropletFromPool.PoolMaxSizeOverride = poolMaxSizeOverride;
Vector3 val = Vector3.down * 1.1f + Random.insideUnitSphere * 0.7f;
Vector3 normalized = ((Vector3)(ref val)).normalized;
float speed = Random.Range(0.4f, 1.3f);
dropletFromPool.Launch(position, normalized, speed, _ignoreRoot);
}
}
}
[RegisterTypeInIl2Cpp]
public class BloodDroplet : MonoBehaviour
{
private static Mesh _sharedQuadMesh;
private static Shader _cachedShader;
private static bool _shaderResolved;
private Rigidbody _rb;
private SphereCollider _collider;
private MeshRenderer _renderer;
private MaterialPropertyBlock _propertyBlock;
private float _timer;
private float _lifetime;
private bool _hasLanded;
private Vector3 _lastPosition;
public float PoolMaxSizeOverride = -1f;
public BloodDroplet(IntPtr ptr)
: base(ptr)
{
}
private void Awake()
{
//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
//IL_00b1: Expected O, but got Unknown
//IL_0092: Unknown result type (might be due to invalid IL or missing references)
//IL_0097: Unknown result type (might be due to invalid IL or missing references)
//IL_00a5: Expected O, but got Unknown
EnsureSharedMesh();
MeshFilter val = ((Component)this).GetComponent<MeshFilter>();
if ((Object)(object)val == (Object)null)
{
val = ((Component)this).gameObject.AddComponent<MeshFilter>();
}
val.sharedMesh = _sharedQuadMesh;
_renderer = ((Component)this).GetComponent<MeshRenderer>();
if ((Object)(object)_renderer == (Object)null)
{
_renderer = ((Component)this).gameObject.AddComponent<MeshRenderer>();
}
((Renderer)_renderer).shadowCastingMode = (ShadowCastingMode)0;
((Renderer)_renderer).receiveShadows = false;
Shader val2 = ResolveWorkingShader();
if ((Object)(object)val2 != (Object)null)
{
((Renderer)_renderer).sharedMaterial = new Material(val2)
{
hideFlags = (HideFlags)61
};
}
_propertyBlock = new MaterialPropertyBlock();
_collider = ((Component)this).GetComponent<SphereCollider>();
if ((Object)(object)_collider == (Object)null)
{
_collider = ((Component)this).gameObject.AddComponent<SphereCollider>();
}
_collider.radius = 0.03f;
((Collider)_collider).isTrigger = true;
_rb = ((Component)this).GetComponent<Rigidbody>();
if ((Object)(object)_rb == (Object)null)
{
_rb = ((Component)this).gameObject.AddComponent<Rigidbody>();
}
_rb.useGravity = true;
_rb.mass = 0.001f;
_rb.drag = 0.3f;
}
public void SetTexture(Texture2D texture)
{
//IL_006d: Unknown result type (might be due to invalid IL or missing references)
if (!((Object)(object)texture == (Object)null) && !((Object)(object)_renderer == (Object)null) && !((Object)(object)((Renderer)_renderer).sharedMaterial == (Object)null))
{
_propertyBlock.Clear();
((Renderer)_renderer).GetPropertyBlock(_propertyBlock);
_propertyBlock.SetTexture("_MainTex", (Texture)(object)texture);
_propertyBlock.SetColor("_Color", Color.white);
((Renderer)_renderer).SetPropertyBlock(_propertyBlock);
}
}
public void Launch(Vector3 position, Vector3 direction, float speed, Transform ignoreRoot)
{
//IL_0019: 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_0022: Unknown result type (might be due to invalid IL or missing references)
//IL_0078: Unknown result type (might be due to invalid IL or missing references)
//IL_0087: Unknown result type (might be due to invalid IL or missing references)
//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
//IL_00ad: 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_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_0056: 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_0065: Unknown result type (might be due to invalid IL or missing references)
//IL_0066: Unknown result type (might be due to invalid IL or missing references)
((Component)this).transform.SetParent(BloodEffectManager.RootTransform, true);
((Component)this).transform.position = position;
_lastPosition = position;
if ((Object)(object)Camera.main != (Object)null)
{
Vector3 val = ((Component)Camera.main).transform.position - ((Component)this).transform.position;
Vector3 normalized = ((Vector3)(ref val)).normalized;
((Component)this).transform.rotation = Quaternion.LookRotation(normalized);
}
((Component)this).transform.localScale = Vector3.one * BloodLabPreferences.DropletVisualScale.Value;
((Collider)_collider).enabled = true;
_rb.velocity = ((Vector3)(ref direction)).normalized * speed;
_timer = 0f;
_hasLanded = false;
_lifetime = BloodLabPreferences.DropletLifetime.Value;
}
private void Update()
{
//IL_0058: Unknown result type (might be due to invalid IL or missing references)
//IL_005d: Unknown result type (might be due to invalid IL or missing references)
if (!((Object)(object)this == (Object)null) && !_hasLanded)
{
_timer += Time.deltaTime;
if (_timer >= _lifetime)
{
BloodEffectManager.ReleaseDroplet(this);
return;
}
CheckPathForLanding();
_lastPosition = ((Component)this).transform.position;
}
}
private void CheckPathForLanding()
{
//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_000d: Unknown result type (might be due to invalid IL or missing references)
//IL_000f: Unknown result type (might be due to invalid IL or missing references)
//IL_0014: Unknown result type (might be due to invalid IL or missing references)
//IL_0019: 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_0046: 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_0056: Unknown result type (might be due to invalid IL or missing references)
//IL_005b: Unknown result type (might be due to invalid IL or missing references)
//IL_0082: Unknown result type (might be due to invalid IL or missing references)
//IL_0089: Unknown result type (might be due to invalid IL or missing references)
Vector3 position = ((Component)this).transform.position;
Vector3 val = position - _lastPosition;
float num = ((Vector3)(ref val)).magnitude + 0.03f;
if (!(num < 0.001f))
{
Vector3 val2 = ((((Vector3)(ref val)).sqrMagnitude > 0.0001f) ? ((Vector3)(ref val)).normalized : Vector3.down);
RaycastHit val3 = default(RaycastHit);
if (Physics.Raycast(_lastPosition, val2, ref val3, num) && !IsCharacterCollider(((RaycastHit)(ref val3)).collider))
{
Land(((RaycastHit)(ref val3)).point, ((RaycastHit)(ref val3)).normal);
}
}
}
private void OnTriggerEnter(Collider other)
{
//IL_0035: Unknown result type (might be due to invalid IL or missing references)
//IL_003a: 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_0046: Unknown result type (might be due to invalid IL or missing references)
//IL_004b: 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_0051: Unknown result type (might be due to invalid IL or missing references)
//IL_006e: Unknown result type (might be due to invalid IL or missing references)
//IL_0073: Unknown result type (might be due to invalid IL or missing references)
//IL_0074: Unknown result type (might be due to invalid IL or missing references)
//IL_0079: Unknown result type (might be due to invalid IL or missing references)
//IL_007d: 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_0082: Unknown result type (might be due to invalid IL or missing references)
//IL_0084: Unknown result type (might be due to invalid IL or missing references)
//IL_0085: Unknown result type (might be due to invalid IL or missing references)
if (!((Object)(object)this == (Object)null) && !_hasLanded && !((Object)(object)other == (Object)null) && !IsCharacterCollider(other))
{
Vector3 val = other.ClosestPoint(((Component)this).transform.position);
Vector3 val2 = ((Component)this).transform.position - val;
Vector3 val3;
if (!(((Vector3)(ref val2)).sqrMagnitude > 0.0001f))
{
val3 = Vector3.up;
}
else
{
val2 = ((Component)this).transform.position - val;
val3 = ((Vector3)(ref val2)).normalized;
}
Vector3 normal = val3;
Land(val, normal);
}
}
private void Land(Vector3 point, Vector3 normal)
{
//IL_0014: Unknown result type (might be due to invalid IL or missing references)
//IL_0015: Unknown result type (might be due to invalid IL or missing references)
if (!_hasLanded)
{
_hasLanded = true;
BloodEffectManager.HandleDropletLanded(point, normal, PoolMaxSizeOverride);
BloodEffectManager.ReleaseDroplet(this);
}
}
private static bool IsCharacterCollider(Collider col)
{
if ((Object)(object)((Component)col).GetComponentInParent<AIBrain>() != (Object)null)
{
return true;
}
int num = LayerMask.NameToLayer("EnemyColliders");
if (num >= 0 && ((Component)col).gameObject.layer == num)
{
return true;
}
Rigidbody attachedRigidbody = col.attachedRigidbody;
if ((Object)(object)attachedRigidbody != (Object)null && !attachedRigidbody.isKinematic)
{
return true;
}
return false;
}
private static Shader ResolveWorkingShader()
{
if (_shaderResolved)
{
return _cachedShader;
}
_shaderResolved = true;
string[] array = new string[4] { "Sprites/Default", "Unlit/Transparent", "Unlit/Texture", "UI/Default" };
string[] array2 = array;
foreach (string text in array2)
{
Shader val = Shader.Find(text);
if ((Object)(object)val != (Object)null)
{
_cachedShader = val;
return _cachedShader;
}
}
Renderer val2 = Object.FindObjectOfType<Renderer>();
if ((Object)(object)val2 != (Object)null && (Object)(object)val2.sharedMaterial != (Object)null && (Object)(object)val2.sharedMaterial.shader != (Object)null)
{
_cachedShader = val2.sharedMaterial.shader;
return _cachedShader;
}
_shaderResolved = false;
return null;
}
private static void EnsureSharedMesh()
{
//IL_0015: Unknown result type (might be due to invalid IL or missing references)
//IL_001a: 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_0034: Expected O, but got Unknown
//IL_0050: Unknown result type (might be due to invalid IL or missing references)
//IL_0055: Unknown result type (might be due to invalid IL or missing references)
//IL_006b: Unknown result type (might be due to invalid IL or missing references)
//IL_0070: 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)
//IL_008b: Unknown result type (might be due to invalid IL or missing references)
//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
//IL_00a6: Unknown result type (might be due to invalid IL or missing references)
//IL_00cd: Unknown result type (might be due to invalid IL or missing references)
//IL_00d2: 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)
//IL_00e8: Unknown result type (might be due to invalid IL or missing references)
//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
//IL_00fe: Unknown result type (might be due to invalid IL or missing references)
//IL_010f: Unknown result type (might be due to invalid IL or missing references)
//IL_0114: Unknown result type (might be due to invalid IL or missing references)
if (!((Object)(object)_sharedQuadMesh != (Object)null))
{
_sharedQuadMesh = new Mesh
{
name = "BloodLab_DropletQuadMesh",
hideFlags = (HideFlags)61
};
_sharedQuadMesh.vertices = Il2CppStructArray<Vector3>.op_Implicit((Vector3[])(object)new Vector3[4]
{
new Vector3(-0.5f, -0.5f, 0f),
new Vector3(0.5f, -0.5f, 0f),
new Vector3(0.5f, 0.5f, 0f),
new Vector3(-0.5f, 0.5f, 0f)
});
_sharedQuadMesh.uv = Il2CppStructArray<Vector2>.op_Implicit((Vector2[])(object)new Vector2[4]
{
new Vector2(0f, 0f),
new Vector2(1f, 0f),
new Vector2(1f, 1f),
new Vector2(0f, 1f)
});
_sharedQuadMesh.triangles = Il2CppStructArray<int>.op_Implicit(new int[6] { 0, 2, 1, 0, 3, 2 });
_sharedQuadMesh.RecalculateNormals();
_sharedQuadMesh.RecalculateBounds();
}
}
}
}
namespace BloodLab.Core
{
public class BloodLabMod : MelonMod
{
private Harmony _harmony;
public override void OnInitializeMelon()
{
//IL_0098: Unknown result type (might be due to invalid IL or missing references)
//IL_00a2: Expected O, but got Unknown
try
{
MelonLogger.Msg("[BloodLab] starting initialization...");
if (!ClassInjector.IsTypeRegisteredInIl2Cpp<BloodStain>())
{
ClassInjector.RegisterTypeInIl2Cpp<BloodStain>();
}
if (!ClassInjector.IsTypeRegisteredInIl2Cpp<BloodDroplet>())
{
ClassInjector.RegisterTypeInIl2Cpp<BloodDroplet>();
}
if (!ClassInjector.IsTypeRegisteredInIl2Cpp<BleedWound>())
{
ClassInjector.RegisterTypeInIl2Cpp<BleedWound>();
}
MelonLogger.Msg("[BloodLab] classes registered");
BloodLabPreferences.Initialize();
MelonLogger.Msg("[BloodLab] preferences initialized");
BloodTextureLibrary.Initialize();
MelonLogger.Msg("[BloodLab] texture library initialized");
BloodEffectManager.Initialize();
MelonLogger.Msg("[BloodLab] effect manager initialized");
BloodLabBoneMenu.Setup();
MelonLogger.Msg("[BloodLab] bone menu initialized");
_harmony = new Harmony("com.bloodlab.mod");
_harmony.PatchAll();
MelonLogger.Msg("[BloodLab] patches applied");
MelonLogger.Msg("[BloodLab] initialized");
}
catch (Exception ex)
{
MelonLogger.Error("[BloodLab] error initializing: " + ex);
}
}
public override void OnUpdate()
{
MainThreadDispatcher.ProcessQueue();
}
public override void OnSceneWasLoaded(int buildIndex, string sceneName)
{
try
{
BloodTextureLibrary.Reload();
}
catch (Exception ex)
{
MelonLogger.Error("[BloodLab] couldnt reload textures: " + ex);
}
}
}
}
namespace BloodLab.Configuration
{
public static class BloodLabBoneMenu
{
public static void Setup()
{
//IL_000b: Unknown result type (might be due to invalid IL or missing references)
Page root = Page.Root.CreatePage("BloodLab", Color.red, 0, true);
SetupGeneralPage(root);
SetupBleedingPage(root);
SetupPoolPage(root);
}
private static void SetupGeneralPage(Page root)
{
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
//IL_001a: Unknown result type (might be due to invalid IL or missing references)
Page val = root.CreatePage("General", Color.white, 0, true);
val.CreateBool("Impact Particles", Color.white, BloodLabPreferences.EnableParticles.Value, (Action<bool>)delegate(bool value)
{
BloodLabPreferences.EnableParticles.Value = value;
BloodLabPreferences.Save();
});
CreateAdjustableFloat(val, "Intensity", BloodLabPreferences.Intensity, 0.1f, 0.1f, 3f);
CreateAdjustableFloat(val, "Droplet Size", BloodLabPreferences.DropletVisualScale, 0.01f, 0.02f, 0.3f);
CreateAdjustableInt(val, "Max Droplets", BloodLabPreferences.MaxDroplets, 10, 10, 300);
}
private static void SetupBleedingPage(Page root)
{
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
//IL_001a: Unknown result type (might be due to invalid IL or missing references)
Page val = root.CreatePage("Bleeding", Color.white, 0, true);
val.CreateBool("Enable Bleeding", Color.white, BloodLabPreferences.EnableBleeding.Value, (Action<bool>)delegate(bool value)
{
BloodLabPreferences.EnableBleeding.Value = value;
BloodLabPreferences.Save();
});
CreateAdjustableFloat(val, "Exit Wound Offset", BloodLabPreferences.ExitWoundOffset, 0.02f, 0f, 0.5f);
CreateAdjustableFloat(val, "Bleed Duration", BloodLabPreferences.BleedDurationSeconds, 0.5f, 0.5f, 20f);
CreateAdjustableFloat(val, "Bleed Interval", BloodLabPreferences.BleedIntervalSeconds, 0.05f, 0.05f, 2f);
CreateAdjustableInt(val, "Droplets/ps", BloodLabPreferences.BleedDropletsPerTick, 1, 1, 10);
CreateAdjustableFloat(val, "Bled-out Pool Max Size", BloodLabPreferences.BleedPoolMaxSize, 0.01f, 0.03f, 0.4f);
}
private static void SetupPoolPage(Page root)
{
//IL_0007: Unknown result type (might be due to invalid IL or missing references)
Page page = root.CreatePage("Blood Pools", Color.white, 0, true);
CreateAdjustableInt(page, "Max Pools", BloodLabPreferences.MaxStains, 5, 1, 200);
CreateAdjustableFloat(page, "Max Pool Size", BloodLabPreferences.StainMaxSize, 0.05f, 0.1f, 2f);
CreateAdjustableFloat(page, "Growth Per Droplet", BloodLabPreferences.StainGrowthPerDroplet, 0.01f, 0.005f, 0.2f);
CreateAdjustableFloat(page, "Merge Radius", BloodLabPreferences.StainMergeRadius, 0.05f, 0.05f, 1.5f);
CreateAdjustableFloat(page, "Growth Animation Speed", BloodLabPreferences.StainGrowthSpeed, 0.5f, 0.5f, 20f);
}
private static void CreateAdjustableFloat(Page page, string label, MelonPreferences_Entry<float> entry, float step, float min, float max)
{
//IL_0071: Unknown result type (might be due to invalid IL or missing references)
//IL_00b0: Unknown result type (might be due to invalid IL or missing references)
//IL_00d8: Unknown result type (might be due to invalid IL or missing references)
FunctionElement display = page.CreateFunction($"{label}: {entry.Value:0.00}", Color.white, (Action)delegate
{
});
page.CreateFunction("- " + label, Color.yellow, (Action)delegate
{
entry.Value = Mathf.Clamp(entry.Value - step, min, max);
BloodLabPreferences.Save();
((Element)display).ElementName = $"{label}: {entry.Value:0.00}";
});
page.CreateFunction("+ " + label, Color.green, (Action)delegate
{
entry.Value = Mathf.Clamp(entry.Value + step, min, max);
BloodLabPreferences.Save();
((Element)display).ElementName = $"{label}: {entry.Value:0.00}";
});
}
private static void CreateAdjustableInt(Page page, string label, MelonPreferences_Entry<int> entry, int step, int min, int max)
{
//IL_006c: Unknown result type (might be due to invalid IL or missing references)
//IL_00ab: Unknown result type (might be due to invalid IL or missing references)
//IL_00d3: Unknown result type (might be due to invalid IL or missing references)
FunctionElement display = page.CreateFunction($"{label}: {entry.Value}", Color.white, (Action)delegate
{
});
page.CreateFunction("- " + label, Color.yellow, (Action)delegate
{
entry.Value = Mathf.Clamp(entry.Value - step, min, max);
BloodLabPreferences.Save();
((Element)display).ElementName = $"{label}: {entry.Value}";
});
page.CreateFunction("+ " + label, Color.green, (Action)delegate
{
entry.Value = Mathf.Clamp(entry.Value + step, min, max);
BloodLabPreferences.Save();
((Element)display).ElementName = $"{label}: {entry.Value}";
});
}
}
public static class BloodLabPreferences
{
private static MelonPreferences_Category _category;
public static MelonPreferences_Entry<int> MaxDroplets;
public static MelonPreferences_Entry<int> MaxStains;
public static MelonPreferences_Entry<float> DropletVisualScale;
public static MelonPreferences_Entry<float> DropletLifetime;
public static MelonPreferences_Entry<float> StainMaxSize;
public static MelonPreferences_Entry<float> StainGrowthPerDroplet;
public static MelonPreferences_Entry<float> StainMergeRadius;
public static MelonPreferences_Entry<float> StainGrowthSpeed;
public static MelonPreferences_Entry<bool> EnableBleeding;
public static MelonPreferences_Entry<float> ExitWoundOffset;
public static MelonPreferences_Entry<float> BleedDurationSeconds;
public static MelonPreferences_Entry<float> BleedIntervalSeconds;
public static MelonPreferences_Entry<int> BleedDropletsPerTick;
public static MelonPreferences_Entry<float> BleedPoolMaxSize;
public static MelonPreferences_Entry<float> Intensity;
public static MelonPreferences_Entry<bool> EnableParticles;
public static void Initialize()
{
_category = MelonPreferences.CreateCategory("BloodLab");
MaxDroplets = _category.CreateEntry<int>("MaxDroplets", 100, (string)null, "max number of droplets at once", false, false, (ValueValidator)null, (string)null);
MaxStains = _category.CreateEntry<int>("MaxStains", 60, (string)null, "max number of pools", false, false, (ValueValidator)null, (string)null);
DropletVisualScale = _category.CreateEntry<float>("DropletVisualScale", 0.18f, (string)null, "size of each droplet", false, false, (ValueValidator)null, (string)null);
DropletLifetime = _category.CreateEntry<float>("DropletLifetimeSeconds", 12f, (string)null, "time until a droplet is recycled", false, false, (ValueValidator)null, (string)null);
StainMaxSize = _category.CreateEntry<float>("StainMaxSize", 0.6f, (string)null, "max size a normal pool can grow to", false, false, (ValueValidator)null, (string)null);
StainGrowthPerDroplet = _category.CreateEntry<float>("StainGrowthPerDroplet", 0.03f, (string)null, "how much a pool grows each time a droplet lands in it", false, false, (ValueValidator)null, (string)null);
StainMergeRadius = _category.CreateEntry<float>("StainMergeRadius", 0.35f, (string)null, "how close a droplet gotta land to a pool to grow it", false, false, (ValueValidator)null, (string)null);
StainGrowthSpeed = _category.CreateEntry<float>("StainGrowthSpeed", 4f, (string)null, "how fast pools animate", false, false, (ValueValidator)null, (string)null);
EnableBleeding = _category.CreateEntry<bool>("EnableBleeding", true, (string)null, "toggle continuous bleeding after a hit", false, false, (ValueValidator)null, (string)null);
ExitWoundOffset = _category.CreateEntry<float>("ExitWoundOffset", 0.15f, (string)null, "how far is the exit wound", false, false, (ValueValidator)null, (string)null);
BleedDurationSeconds = _category.CreateEntry<float>("BleedDurationSeconds", 4f, (string)null, "how long a wound keeps bleeding after being hit", false, false, (ValueValidator)null, (string)null);
BleedIntervalSeconds = _category.CreateEntry<float>("BleedIntervalSeconds", 0.4f, (string)null, "time between each small burst of bleeding", false, false, (ValueValidator)null, (string)null);
BleedDropletsPerTick = _category.CreateEntry<int>("BleedDropletsPerTick", 2, (string)null, "how many droplets are released per bleeding tick", false, false, (ValueValidator)null, (string)null);
BleedPoolMaxSize = _category.CreateEntry<float>("BleedPoolMaxSize", 0.12f, (string)null, "max size for bleed pool", false, false, (ValueValidator)null, (string)null);
Intensity = _category.CreateEntry<float>("Intensity", 1f, (string)null, "blood intensity multiplier", false, false, (ValueValidator)null, (string)null);
EnableParticles = _category.CreateEntry<bool>("EnableParticles", true, (string)null, "toggle impact particles", false, false, (ValueValidator)null, (string)null);
MelonLogger.Msg("[BloodLab] preferences loaded lmao");
}
public static void Save()
{
MelonPreferences_Category category = _category;
if (category != null)
{
category.SaveToFile(false);
}
}
}
}
namespace BloodLab.Blood
{
public static class BloodEffectManager
{
private static GameObject _root;
private static BloodEffectPool<BloodStain> _stainPool;
private static BloodEffectPool<BloodDroplet> _dropletPool;
private static readonly List<BloodStain> _activeStains = new List<BloodStain>();
public static Transform RootTransform => ((Object)(object)_root != (Object)null) ? _root.transform : null;
public static void Initialize()
{
EnsureRuntimeRoot();
if ((Object)(object)_root == (Object)null)
{
MelonLogger.Error("[BloodLab] BloodEffectManager failed to initialize: root is null");
return;
}
try
{
_stainPool = new BloodEffectPool<BloodStain>(CreateStainInstance, BloodLabPreferences.MaxStains.Value, _root.transform);
_dropletPool = new BloodEffectPool<BloodDroplet>(CreateDropletInstance, BloodLabPreferences.MaxDroplets.Value, _root.transform);
MelonLogger.Msg("[BloodLab] BloodEffectManager initialized");
}
catch (Exception ex)
{
MelonLogger.Error("[BloodLab] BloodEffectManager initialization failed: " + ex);
}
}
private static void EnsureRuntimeRoot()
{
//IL_0019: Unknown result type (might be due to invalid IL or missing references)
//IL_0023: Expected O, but got Unknown
if ((Object)(object)_root != (Object)null)
{
return;
}
try
{
_root = new GameObject("BloodLab_Runtime");
if ((Object)(object)_root == (Object)null)
{
MelonLogger.Error("[BloodLab] failed to create BloodLab_Runtime");
return;
}
Object.DontDestroyOnLoad((Object)(object)_root);
MelonLogger.Msg("[BloodLab] BloodEffectManager root created");
}
catch (Exception ex)
{
_root = null;
MelonLogger.Error("[BloodLab] failed to create BloodEffectManager root: " + ex);
}
}
public static void HandleImpact(ImpactData data)
{
//IL_00cd: Unknown result type (might be due to invalid IL or missing references)
//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
//IL_00bf: Unknown result type (might be due to invalid IL or missing references)
//IL_00d2: Unknown result type (might be due to invalid IL or missing references)
//IL_00d4: Unknown result type (might be due to invalid IL or missing references)
//IL_00d9: 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_00ee: 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)
if (!data.IsLivingEntity || (Object)(object)data.HitCollider == (Object)null)
{
return;
}
EnsureRuntimeRoot();
if ((Object)(object)_root == (Object)null)
{
MelonLogger.Warning("[BloodLab] impact ignored");
return;
}
float intensity = data.Intensity * BloodLabPreferences.Intensity.Value;
Transform transform = ((Component)data.HitCollider).transform;
if ((Object)(object)transform == (Object)null)
{
MelonLogger.Warning("[BloodLab] impact ignored");
return;
}
Transform val = transform.root;
if ((Object)(object)val == (Object)null)
{
val = transform;
}
Vector3 val2 = ((((Vector3)(ref data.Direction)).sqrMagnitude > 0.0001f) ? ((Vector3)(ref data.Direction)).normalized : (-data.Normal));
Vector3 startWorldPosition = data.Position + val2 * BloodLabPreferences.ExitWoundOffset.Value;
bool flag = IsHeadTransform(transform);
float startDelay = (flag ? 0.6f : 0f);
float forcedPoolMaxSize = (flag ? 0.1f : (-1f));
if (flag)
{
MelonLogger.Msg("[BloodLab] headshot detected on '" + ((Object)transform).name + "'");
}
BeginBleeding(transform, startWorldPosition, val, intensity, startDelay, forcedPoolMaxSize);
}
private static bool IsHeadTransform(Transform t)
{
Transform val = t;
int num = 0;
while ((Object)(object)val != (Object)null && num < 10)
{
if (((Object)val).name.ToLowerInvariant().Contains("head"))
{
return true;
}
val = val.parent;
num++;
}
return false;
}
private static void BeginBleeding(Transform trackedTransform, Vector3 startWorldPosition, Transform ignoreRoot, float intensity, float startDelay = 0f, float forcedPoolMaxSize = -1f)
{
//IL_0060: Unknown result type (might be due to invalid IL or missing references)
//IL_0066: Expected O, but got Unknown
//IL_0124: Unknown result type (might be due to invalid IL or missing references)
if (!BloodLabPreferences.EnableBleeding.Value)
{
return;
}
EnsureRuntimeRoot();
if ((Object)(object)_root == (Object)null)
{
MelonLogger.Warning("[BloodLab] bleedin: root is null");
return;
}
if ((Object)(object)trackedTransform == (Object)null)
{
MelonLogger.Warning("[BloodLab] bleedin: tracked transform is null");
return;
}
try
{
GameObject val = new GameObject("BloodLab_BleedWound");
if ((Object)(object)val == (Object)null)
{
MelonLogger.Warning("[BloodLab] bleedin: failed to create GameObject");
return;
}
Transform transform = _root.transform;
if ((Object)(object)transform == (Object)null)
{
Object.Destroy((Object)(object)val);
MelonLogger.Warning("[BloodLab] bleedin: root transform is null");
return;
}
val.transform.SetParent(transform, false);
Component val2 = val.AddComponent(Il2CppType.Of<BleedWound>());
if ((Object)(object)val2 == (Object)null)
{
Object.Destroy((Object)(object)val);
MelonLogger.Warning("[BloodLab] bleedin: failed to add BleedWound");
return;
}
BleedWound bleedWound = ((Il2CppObjectBase)val2).TryCast<BleedWound>();
if ((Object)(object)bleedWound == (Object)null)
{
Object.Destroy((Object)(object)val);
MelonLogger.Warning("[BloodLab] bleedin: BleedWound cast failed");
}
else
{
bleedWound.Begin(trackedTransform, startWorldPosition, ignoreRoot, intensity, startDelay, forcedPoolMaxSize);
}
}
catch (Exception ex)
{
MelonLogger.Error("[BloodLab] failed to begin bleeding: " + ex);
}
}
public static void HandleDropletLanded(Vector3 groundPosition, Vector3 groundNormal, float maxSizeOverride = -1f)
{
//IL_009a: 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_00a0: 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_014a: Unknown result type (might be due to invalid IL or missing references)
//IL_014b: Unknown result type (might be due to invalid IL or missing references)
EnsureRuntimeRoot();
if ((Object)(object)_root == (Object)null)
{
return;
}
if (_stainPool == null)
{
MelonLogger.Warning("[BloodLab] stain aint initialized");
return;
}
float value = BloodLabPreferences.StainMergeRadius.Value;
float value2 = BloodLabPreferences.StainGrowthPerDroplet.Value;
float maxSize = ((maxSizeOverride > 0f) ? maxSizeOverride : BloodLabPreferences.StainMaxSize.Value);
BloodStain bloodStain = null;
float num = value * value;
foreach (BloodStain activeStain in _activeStains)
{
if (!((Object)(object)activeStain == (Object)null))
{
Vector3 val = activeStain.WorldPosition - groundPosition;
float sqrMagnitude = ((Vector3)(ref val)).sqrMagnitude;
if (sqrMagnitude <= num)
{
num = sqrMagnitude;
bloodStain = activeStain;
}
}
}
if ((Object)(object)bloodStain != (Object)null)
{
bloodStain.Grow(value2, maxSize);
return;
}
Texture2D randomTexture = BloodTextureLibrary.GetRandomTexture(BloodTextureCategory.Stain);
if ((Object)(object)randomTexture == (Object)null)
{
MelonLogger.Warning("[BloodLab] there aint no stains");
return;
}
BloodStain bloodStain2 = _stainPool.Get();
if ((Object)(object)bloodStain2 == (Object)null)
{
MelonLogger.Warning("[BloodLab] stain pool returned null");
return;
}
bloodStain2.PlaceOnGround(groundPosition, groundNormal, randomTexture, value2);
_activeStains.Add(bloodStain2);
}
public static void ReleaseStain(BloodStain stain)
{
if ((Object)(object)stain == (Object)null || _stainPool == null)
{
return;
}
try
{
_activeStains.Remove(stain);
if ((Object)(object)_root != (Object)null)
{
((Component)stain).transform.SetParent(_root.transform, false);
}
_stainPool.Release(stain);
}
catch (Exception ex)
{
MelonLogger.Error("[BloodLab] failed to release stain: " + ex);
}
}
public static BloodDroplet GetDropletFromPool()
{
EnsureRuntimeRoot();
if ((Object)(object)_root == (Object)null)
{
return null;
}
if (_dropletPool == null)
{
MelonLogger.Warning("[BloodLab] droplet pool is not initialized");
return null;
}
BloodDroplet bloodDroplet = _dropletPool.Get();
if ((Object)(object)bloodDroplet == (Object)null)
{
return null;
}
bloodDroplet.PoolMaxSizeOverride = -1f;
Texture2D randomTexture = BloodTextureLibrary.GetRandomTexture(BloodTextureCategory.Droplet);
bloodDroplet.SetTexture(randomTexture);
return bloodDroplet;
}
public static void ReleaseDroplet(BloodDroplet droplet)
{
if ((Object)(object)droplet == (Object)null || _dropletPool == null)
{
return;
}
try
{
_dropletPool.Release(droplet);
}
catch (Exception ex)
{
MelonLogger.Error("[BloodLab] failed to release droplet: " + ex);
}
}
private static BloodStain CreateStainInstance()
{
//IL_0006: Unknown result type (might be due to invalid IL or missing references)
//IL_000c: Expected O, but got Unknown
GameObject val = new GameObject("BloodLab_Pool");
val.AddComponent<MeshFilter>();
val.AddComponent<MeshRenderer>();
Component val2 = val.AddComponent(Il2CppType.Of<BloodStain>());
return ((Il2CppObjectBase)val2).TryCast<BloodStain>();
}
private static BloodDroplet CreateDropletInstance()
{
//IL_0006: Unknown result type (might be due to invalid IL or missing references)
//IL_000c: Expected O, but got Unknown
GameObject val = new GameObject("BloodLab_Droplet");
val.AddComponent<MeshFilter>();
val.AddComponent<MeshRenderer>();
Component val2 = val.AddComponent(Il2CppType.Of<BloodDroplet>());
return ((Il2CppObjectBase)val2).TryCast<BloodDroplet>();
}
}
public class BloodEffectPool<T> where T : Component
{
private readonly Stack<T> _available = new Stack<T>();
private readonly List<T> _all = new List<T>();
private readonly Func<T> _factory;
private readonly int _maxSize;
private readonly Transform _root;
public int ActiveCount => _all.Count - _available.Count;
public BloodEffectPool(Func<T> factory, int maxSize, Transform root)
{
_factory = factory;
_maxSize = maxSize;
_root = root;
}
public T Get()
{
T val = default(T);
while (_available.Count > 0)
{
T val2 = _available.Pop();
if ((Object)(object)val2 != (Object)null)
{
val = val2;
break;
}
_all.Remove(val2);
}
if ((Object)(object)val == (Object)null)
{
if (_all.Count < _maxSize)
{
val = _factory();
((Component)val).transform.SetParent(_root, false);
_all.Add(val);
}
else
{
for (int i = 0; i < _all.Count; i++)
{
if ((Object)(object)_all[i] != (Object)null)
{
val = _all[i];
_all.RemoveAt(i);
_all.Add(val);
break;
}
}
if ((Object)(object)val == (Object)null)
{
val = _factory();
((Component)val).transform.SetParent(_root, false);
_all.Add(val);
}
}
}
((Component)val).gameObject.SetActive(true);
return val;
}
public void Release(T instance)
{
if (!((Object)(object)instance == (Object)null))
{
((Component)instance).gameObject.SetActive(false);
if (!_available.Contains(instance))
{
_available.Push(instance);
}
}
}
}
public enum BloodTextureCategory
{
Blood,
Droplet,
Stain
}
public static class BloodTextureLibrary
{
private static readonly string[] SupportedExtensions = new string[3] { ".png", ".jpg", ".jpeg" };
private static readonly Dictionary<BloodTextureCategory, string> FolderNames = new Dictionary<BloodTextureCategory, string>
{
{
BloodTextureCategory.Blood,
"Blood"
},
{
BloodTextureCategory.Droplet,
"Droplet"
},
{
BloodTextureCategory.Stain,
"Stain"
}
};
private static readonly Dictionary<BloodTextureCategory, List<Texture2D>> _texturesByCategory = new Dictionary<BloodTextureCategory, List<Texture2D>>();
public static void Initialize()
{
string text = Path.Combine(MelonEnvironment.UserDataDirectory, "BLOODLAB");
foreach (BloodTextureCategory key in FolderNames.Keys)
{
_texturesByCategory[key] = new List<Texture2D>();
}
Reload();
}
public static void Reload()
{
foreach (BloodTextureCategory key in FolderNames.Keys)
{
ReloadCategory(key);
}
}
private static void ReloadCategory(BloodTextureCategory category)
{
string text = Path.Combine(MelonEnvironment.UserDataDirectory, "BLOODLAB", FolderNames[category]);
if (!_texturesByCategory.TryGetValue(category, out var value))
{
value = new List<Texture2D>();
_texturesByCategory[category] = value;
}
foreach (Texture2D item in value)
{
if ((Object)(object)item != (Object)null)
{
Object.Destroy((Object)(object)item);
}
}
value.Clear();
if (!Directory.Exists(text))
{
Directory.CreateDirectory(text);
MelonLogger.Warning("[BloodLab] textures folder made in '" + text + "'. put your images there boy");
return;
}
string[] files = Directory.GetFiles(text);
string[] array = files;
foreach (string path in array)
{
string value2 = Path.GetExtension(path).ToLowerInvariant();
if (Array.IndexOf(SupportedExtensions, value2) >= 0)
{
Texture2D val = LoadTexture(path);
if ((Object)(object)val != (Object)null)
{
((Object)val).name = Path.GetFileNameWithoutExtension(path);
value.Add(val);
}
}
}
MelonLogger.Msg($"[BloodLab] {value.Count} textures loaded to '{category}' from '{text}'.");
}
private static Texture2D LoadTexture(string path)
{
//IL_000d: Unknown result type (might be due to invalid IL or missing references)
//IL_0013: Expected O, but got Unknown
try
{
byte[] array = File.ReadAllBytes(path);
Texture2D val = new Texture2D(2, 2, (TextureFormat)4, false);
Il2CppStructArray<byte> val2 = Il2CppStructArray<byte>.op_Implicit(array);
if (!ImageConversion.LoadImage(val, val2))
{
MelonLogger.Warning("[BloodLab] we cant decode '" + path + "'");
Object.Destroy((Object)(object)val);
return null;
}
((Texture)val).wrapMode = (TextureWrapMode)1;
((Object)val).hideFlags = (HideFlags)61;
return val;
}
catch (Exception value)
{
MelonLogger.Error($"[BloodLab] texture failed to load '{path}': {value}");
return null;
}
}
public static Texture2D GetRandomTexture(BloodTextureCategory category)
{
if (!_texturesByCategory.TryGetValue(category, out var value) || value.Count == 0)
{
return null;
}
return value[Random.Range(0, value.Count)];
}
}
}