Decompiled source of BLOODLABReborn v0.1.0

Mods/BloodLab.dll

Decompiled 7 hours ago
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", "0.1.0", "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 _currentSize;

		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_0015: Unknown result type (might be due to invalid IL or missing references)
			//IL_0016: 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_002d: Unknown result type (might be due to invalid IL or missing references)
			//IL_002e: 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)
			((Component)this).transform.SetParent((Transform)null, false);
			((Component)this).transform.position = SurfaceUtils.SafeOffset(worldPosition, groundNormal, 0.006f);
			((Component)this).transform.rotation = SurfaceUtils.AlignToNormal(groundNormal);
			_currentSize = startSize;
			((Component)this).transform.localScale = new Vector3(_currentSize, _currentSize, 1f);
			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 = BloodLabPreferences.SplatLifetime.Value * 3f;
		}

		public void Grow(float amount, float maxSize)
		{
			//IL_002c: Unknown result type (might be due to invalid IL or missing references)
			_currentSize = Mathf.Min(_currentSize + amount, maxSize);
			((Component)this).transform.localScale = new Vector3(_currentSize, _currentSize, 1f);
			_timer = 0f;
		}

		private void Update()
		{
			if ((Object)(object)this == (Object)null)
			{
				return;
			}
			try
			{
				_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_0033: 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_0021: Unknown result type (might be due to invalid IL or missing references)
						//IL_0038: Unknown result type (might be due to invalid IL or missing references)
						//IL_0043: Unknown result type (might be due to invalid IL or missing references)
						//IL_0044: Unknown result type (might be due to invalid IL or missing references)
						//IL_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_0053: 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)
						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
								};
								BloodEffectManager.HandleImpact(data);
							}
						}
						catch (Exception ex2)
						{
							MelonLogger.Error("[BloodLab] cant process projectile impact: " + ex2);
						}
					}));
				}
				catch (Exception ex)
				{
					MelonLogger.Error("[BloodLab] couldnt install hook on Projectile.Awake: " + ex);
				}
			}
		}

		[HarmonyPatch(typeof(SubBehaviourHealth), "TakeDamage")]
		public static class TakeDamagePatch
		{
			public static void Postfix(SubBehaviourHealth __instance, int m, Attack attack)
			{
				//IL_001c: Unknown result type (might be due to invalid IL or missing references)
				//IL_002c: Unknown result type (might be due to invalid IL or missing references)
				//IL_002e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0033: Unknown result type (might be due to invalid IL or missing references)
				//IL_0038: Unknown result type (might be due to invalid IL or missing references)
				//IL_0050: 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_0057: Unknown result type (might be due to invalid IL or missing references)
				//IL_005c: 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_0048: 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_0065: 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_0071: 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)
				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
						};
						BloodEffectManager.HandleImpact(data);
					}
				}
				catch (Exception ex)
				{
					MelonLogger.Error("[BloodLab] melee damage failed to process lol: " + 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;
		}
	}
}
namespace BloodLab.Droplet
{
	[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;

		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 = false;
			_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;
			_rb.collisionDetectionMode = (CollisionDetectionMode)3;
		}

		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_0015: Unknown result type (might be due to invalid IL or missing references)
			//IL_0016: 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_0025: Unknown result type (might be due to invalid IL or missing references)
			//IL_008d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0093: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b1: 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_0055: 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_0063: Unknown result type (might be due to invalid IL or missing references)
			//IL_0068: 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_0070: Unknown result type (might be due to invalid IL or missing references)
			//IL_0140: Unknown result type (might be due to invalid IL or missing references)
			//IL_0146: Unknown result type (might be due to invalid IL or missing references)
			((Component)this).transform.SetParent((Transform)null, true);
			((Component)this).transform.position = position + Vector3.up * 0.03f;
			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);
			}
			float value = BloodLabPreferences.DropletVisualScale.Value;
			((Component)this).transform.localScale = Vector3.one * value;
			((Collider)_collider).enabled = true;
			Il2CppReferenceArray<Collider> val2 = Physics.OverlapSphere(((Component)this).transform.position, 0.18f);
			foreach (Collider item in (Il2CppArrayBase<Collider>)(object)val2)
			{
				if (!((Object)(object)item == (Object)null))
				{
					Rigidbody attachedRigidbody = item.attachedRigidbody;
					if ((Object)(object)attachedRigidbody != (Object)null && !attachedRigidbody.isKinematic)
					{
						Physics.IgnoreCollision((Collider)(object)_collider, item, true);
					}
				}
			}
			_rb.velocity = ((Vector3)(ref direction)).normalized * speed;
			_timer = 0f;
			_hasLanded = false;
			_lifetime = BloodLabPreferences.DropletLifetime.Value;
		}

		private void Update()
		{
			if (!((Object)(object)this == (Object)null) && !_hasLanded)
			{
				_timer += Time.deltaTime;
				if (_timer >= _lifetime)
				{
					BloodEffectManager.ReleaseDroplet(this);
				}
			}
		}

		private void OnCollisionEnter(Collision collision)
		{
			//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_006b: 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_0095: 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_009e: 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_00a3: 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_00a5: Unknown result type (might be due to invalid IL or missing references)
			if ((Object)(object)this == (Object)null || _hasLanded || collision == null)
			{
				return;
			}
			Collider collider = collision.collider;
			if ((Object)(object)collider == (Object)null)
			{
				return;
			}
			if (IsCharacterCollider(collider))
			{
				Physics.IgnoreCollision((Collider)(object)_collider, collider, true);
				return;
			}
			_hasLanded = true;
			Vector3 val;
			ContactPoint contact;
			if (collision.contactCount <= 0)
			{
				val = ((Component)this).transform.position;
			}
			else
			{
				contact = collision.GetContact(0);
				val = ((ContactPoint)(ref contact)).point;
			}
			Vector3 groundPosition = val;
			Vector3 val2;
			if (collision.contactCount <= 0)
			{
				val2 = Vector3.up;
			}
			else
			{
				contact = collision.GetContact(0);
				val2 = ((ContactPoint)(ref contact)).normal;
			}
			Vector3 groundNormal = val2;
			BloodEffectManager.HandleDropletLanded(groundPosition, groundNormal);
			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();
			}
		}
	}
	public static class DropletManager
	{
		public static void HandleBleed(Vector3 woundWorldPosition, Vector3 woundNormal, float intensity, Transform woundRoot)
		{
			//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_0068: Unknown result type (might be due to invalid IL or missing references)
			//IL_006d: 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_0076: Unknown result type (might be due to invalid IL or missing references)
			//IL_007b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0090: 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)
			if (BloodLabPreferences.EnableDripping.Value)
			{
				int value = BloodLabPreferences.DropletsPerHit.Value;
				int num = Mathf.Clamp(Mathf.RoundToInt((float)value * Mathf.Clamp(intensity, 0.5f, 2f)), 1, 40);
				for (int i = 0; i < num; i++)
				{
					BloodDroplet dropletFromPool = BloodEffectManager.GetDropletFromPool();
					Vector3 val = Vector3.down * 1.2f + Random.insideUnitSphere * 0.8f;
					Vector3 normalized = ((Vector3)(ref val)).normalized;
					float speed = Random.Range(0.6f, 2.2f);
					dropletFromPool.Launch(woundWorldPosition, normalized, speed, woundRoot);
				}
				MelonLogger.Msg($"[BloodLab] {num} droplets launched from wound");
			}
		}
	}
}
namespace BloodLab.Core
{
	public class BloodLabMod : MelonMod
	{
		private Harmony _harmony;

		public override void OnInitializeMelon()
		{
			//IL_0061: Unknown result type (might be due to invalid IL or missing references)
			//IL_006b: Expected O, but got Unknown
			try
			{
				if (!ClassInjector.IsTypeRegisteredInIl2Cpp<BloodDecal>())
				{
					ClassInjector.RegisterTypeInIl2Cpp<BloodDecal>();
				}
				if (!ClassInjector.IsTypeRegisteredInIl2Cpp<BloodStain>())
				{
					ClassInjector.RegisterTypeInIl2Cpp<BloodStain>();
				}
				if (!ClassInjector.IsTypeRegisteredInIl2Cpp<BloodDroplet>())
				{
					ClassInjector.RegisterTypeInIl2Cpp<BloodDroplet>();
				}
				MelonLogger.Msg("[BloodLab] classes registered");
				BloodLabPreferences.Initialize();
				BloodTextureLibrary.Initialize();
				BloodEffectManager.Initialize();
				BloodLabBoneMenu.Setup();
				_harmony = new Harmony("com.bloodlab.mod");
				_harmony.PatchAll();
				MelonLogger.Msg("[BloodLab] initialized");
			}
			catch (Exception ex)
			{
				MelonLogger.Error("[BloodLab] critical error when yo shi was installing " + ex);
			}
		}

		public override void OnSceneWasLoaded(int buildIndex, string sceneName)
		{
			try
			{
				BloodTextureLibrary.Reload();
			}
			catch (Exception ex)
			{
				MelonLogger.Error("[BloodLab] cant reload texture " + 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);
			SetupSplatPage(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)
			//IL_0054: Unknown result type (might be due to invalid IL or missing references)
			Page val = root.CreatePage("General", Color.white, 0, true);
			val.CreateBool("Physical Droplets", Color.white, BloodLabPreferences.EnableDripping.Value, (Action<bool>)delegate(bool value)
			{
				BloodLabPreferences.EnableDripping.Value = value;
				BloodLabPreferences.Save();
			});
			val.CreateBool("Impact Particles", Color.white, BloodLabPreferences.EnableParticles.Value, (Action<bool>)delegate(bool value)
			{
				BloodLabPreferences.EnableParticles.Value = value;
				BloodLabPreferences.Save();
			});
			CreateAdjustableFloat(val, "Overall Intensity", BloodLabPreferences.Intensity, 0.1f, 0.1f, 3f);
			CreateAdjustableInt(val, "Droplets Per Hit", BloodLabPreferences.DropletsPerHit, 2, 1, 30);
			CreateAdjustableFloat(val, "Droplet Visual Size", BloodLabPreferences.DropletVisualScale, 0.01f, 0.02f, 0.3f);
		}

		private static void SetupSplatPage(Page root)
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			Page page = root.CreatePage("Wall/Floor Splats", Color.white, 0, true);
			CreateAdjustableInt(page, "Max Splats", BloodLabPreferences.MaxSplats, 10, 10, 500);
			CreateAdjustableFloat(page, "Min Splat Size", BloodLabPreferences.MinSplatSize, 0.02f, 0.02f, 1f);
			CreateAdjustableFloat(page, "Max Splat Size", BloodLabPreferences.MaxSplatSize, 0.02f, 0.02f, 1f);
		}

		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, 150);
			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);
		}

		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> MaxSplats;

		public static MelonPreferences_Entry<int> MaxDroplets;

		public static MelonPreferences_Entry<int> MaxStains;

		public static MelonPreferences_Entry<int> DropletsPerHit;

		public static MelonPreferences_Entry<float> DropletVisualScale;

		public static MelonPreferences_Entry<float> SplatLifetime;

		public static MelonPreferences_Entry<float> DropletLifetime;

		public static MelonPreferences_Entry<float> MinSplatSize;

		public static MelonPreferences_Entry<float> MaxSplatSize;

		public static MelonPreferences_Entry<float> StainMaxSize;

		public static MelonPreferences_Entry<float> StainGrowthPerDroplet;

		public static MelonPreferences_Entry<float> StainMergeRadius;

		public static MelonPreferences_Entry<float> Intensity;

		public static MelonPreferences_Entry<bool> EnableDripping;

		public static MelonPreferences_Entry<bool> EnableParticles;

		public static void Initialize()
		{
			_category = MelonPreferences.CreateCategory("BloodLab");
			MaxSplats = _category.CreateEntry<int>("MaxSplats", 120, (string)null, "max number of splats", false, false, (ValueValidator)null, (string)null);
			MaxDroplets = _category.CreateEntry<int>("MaxDroplets", 100, (string)null, "max number of droplets", false, false, (ValueValidator)null, (string)null);
			MaxStains = _category.CreateEntry<int>("MaxStains", 40, (string)null, "max number of pools.", false, false, (ValueValidator)null, (string)null);
			DropletsPerHit = _category.CreateEntry<int>("DropletsPerHit", 10, (string)null, "how many droplets spawn on wounds", false, false, (ValueValidator)null, (string)null);
			DropletVisualScale = _category.CreateEntry<float>("DropletVisualScale", 0.05f, (string)null, "size of each droplet", false, false, (ValueValidator)null, (string)null);
			SplatLifetime = _category.CreateEntry<float>("SplatLifetimeSeconds", 45f, (string)null, "time until a splat disappears", false, false, (ValueValidator)null, (string)null);
			DropletLifetime = _category.CreateEntry<float>("DropletLifetimeSeconds", 12f, (string)null, "time until a droplet is recycled if it never lands", false, false, (ValueValidator)null, (string)null);
			MinSplatSize = _category.CreateEntry<float>("MinSplatSize", 0.05f, (string)null, "min size of a splat.", false, false, (ValueValidator)null, (string)null);
			MaxSplatSize = _category.CreateEntry<float>("MaxSplatSize", 0.35f, (string)null, "max size of a splat.", false, false, (ValueValidator)null, (string)null);
			StainMaxSize = _category.CreateEntry<float>("StainMaxSize", 0.6f, (string)null, "max size a pool can grow to", false, false, (ValueValidator)null, (string)null);
			StainGrowthPerDroplet = _category.CreateEntry<float>("StainGrowthPerDroplet", 0.03f, (string)null, "how much a pool grow every 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 instead of creating a new one", false, false, (ValueValidator)null, (string)null);
			Intensity = _category.CreateEntry<float>("Intensity", 1f, (string)null, "blood intensity multiplier", false, false, (ValueValidator)null, (string)null);
			EnableDripping = _category.CreateEntry<bool>("EnableDripping", true, (string)null, "toggle droplets", 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.");
		}

		public static void Save()
		{
			MelonPreferences_Category category = _category;
			if (category != null)
			{
				category.SaveToFile(false);
			}
		}
	}
}
namespace BloodLab.Blood
{
	[RegisterTypeInIl2Cpp]
	public class BloodDecal : 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;

		public BloodDecal(IntPtr ptr)
			: base(ptr)
		{
		}

		private void Awake()
		{
			//IL_00a9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b3: Expected O, but got Unknown
			//IL_0093: Unknown result type (might be due to invalid IL or missing references)
			//IL_0098: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a6: 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 Setup(Vector3 position, Vector3 normal, Texture2D texture, float size)
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_0008: 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_001f: 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_003a: Unknown result type (might be due to invalid IL or missing references)
			((Component)this).transform.position = SurfaceUtils.SafeOffset(position, normal, 0.008f);
			((Component)this).transform.rotation = SurfaceUtils.AlignToNormal(normal);
			((Component)this).transform.localScale = new Vector3(size, size, 1f);
			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 = BloodLabPreferences.SplatLifetime.Value;
		}

		private void Update()
		{
			_timer += Time.deltaTime;
			if (_timer >= _lifetime)
			{
				BloodEffectManager.ReleaseDecal(this);
			}
		}

		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;
					MelonLogger.Msg("[BloodLab] using shader '" + text + "' for dem decals boy");
					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;
				MelonLogger.Msg("[BloodLab] using '" + ((Object)_cachedShader).name + "' from an object in scene");
				return _cachedShader;
			}
			MelonLogger.Warning("[BloodLab] no usable shader found, lookin for anotha one");
			_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_QuadMesh",
					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();
			}
		}
	}
	public static class BloodEffectManager
	{
		private static GameObject _root;

		private static BloodEffectPool<BloodDecal> _groundSplatPool;

		private static BloodEffectPool<BloodStain> _stainPool;

		private static BloodEffectPool<BloodDroplet> _dropletPool;

		private static readonly List<BloodStain> _activeStains = new List<BloodStain>();

		public static void Initialize()
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			//IL_0010: Expected O, but got Unknown
			_root = new GameObject("BloodLab_Runtime");
			Object.DontDestroyOnLoad((Object)(object)_root);
			_groundSplatPool = new BloodEffectPool<BloodDecal>(CreateGroundSplatInstance, BloodLabPreferences.MaxSplats.Value, _root.transform);
			_stainPool = new BloodEffectPool<BloodStain>(CreateStainInstance, BloodLabPreferences.MaxStains.Value, _root.transform);
			_dropletPool = new BloodEffectPool<BloodDroplet>(CreateDropletInstance, BloodLabPreferences.MaxDroplets.Value, _root.transform);
		}

		public static void HandleImpact(ImpactData data)
		{
			//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)
			//IL_0041: 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)
			float intensity = data.Intensity * BloodLabPreferences.Intensity.Value;
			if (data.IsLivingEntity)
			{
				Transform woundRoot = (((Object)(object)data.HitCollider != (Object)null) ? ((Component)data.HitCollider).transform.root : null);
				DropletManager.HandleBleed(data.Position, data.Normal, intensity, woundRoot);
			}
			else
			{
				SpawnGroundSplat(data.Position, data.Normal, intensity, small: false);
			}
		}

		public static void SpawnGroundSplat(Vector3 position, Vector3 normal, float intensity, bool small)
		{
			//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)
			Texture2D randomTexture = BloodTextureLibrary.GetRandomTexture(BloodTextureCategory.Blood);
			if (!((Object)(object)randomTexture == (Object)null))
			{
				float value = BloodLabPreferences.MinSplatSize.Value;
				float value2 = BloodLabPreferences.MaxSplatSize.Value;
				float num = Random.Range(value, value2) * Mathf.Clamp01(intensity + 0.2f);
				float size = (small ? (num * 0.6f) : num);
				BloodDecal bloodDecal = _groundSplatPool.Get();
				bloodDecal.Setup(position, normal, randomTexture, size);
			}
		}

		public static void ReleaseDecal(BloodDecal decal)
		{
			_groundSplatPool.Release(decal);
		}

		public static void HandleDropletLanded(Vector3 groundPosition, Vector3 groundNormal)
		{
			//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_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_00e8: 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)
			float value = BloodLabPreferences.StainMergeRadius.Value;
			float value2 = BloodLabPreferences.StainGrowthPerDroplet.Value;
			float value3 = 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, value3);
				return;
			}
			Texture2D randomTexture = BloodTextureLibrary.GetRandomTexture(BloodTextureCategory.Stain);
			if ((Object)(object)randomTexture == (Object)null)
			{
				MelonLogger.Warning("[BloodLab] No texture loaded in the 'Stain' category.");
				return;
			}
			BloodStain bloodStain2 = _stainPool.Get();
			bloodStain2.PlaceOnGround(groundPosition, groundNormal, randomTexture, value2);
			_activeStains.Add(bloodStain2);
		}

		public static void ReleaseStain(BloodStain stain)
		{
			if ((Object)(object)stain == (Object)null)
			{
				return;
			}
			try
			{
				_activeStains.Remove(stain);
				((Component)stain).transform.SetParent(_root.transform, false);
				_stainPool.Release(stain);
			}
			catch
			{
			}
		}

		public static BloodDroplet GetDropletFromPool()
		{
			BloodDroplet bloodDroplet = _dropletPool.Get();
			Texture2D randomTexture = BloodTextureLibrary.GetRandomTexture(BloodTextureCategory.Droplet);
			bloodDroplet.SetTexture(randomTexture);
			return bloodDroplet;
		}

		public static void ReleaseDroplet(BloodDroplet droplet)
		{
			_dropletPool.Release(droplet);
		}

		private static BloodDecal CreateGroundSplatInstance()
		{
			//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_GroundSplat");
			val.AddComponent<MeshFilter>();
			val.AddComponent<MeshRenderer>();
			Component val2 = val.AddComponent(Il2CppType.Of<BloodDecal>());
			return ((Il2CppObjectBase)val2).TryCast<BloodDecal>();
		}

		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;
			if (_available.Count > 0)
			{
				val = _available.Pop();
			}
			else if (_all.Count < _maxSize)
			{
				val = _factory();
				((Component)val).transform.SetParent(_root, false);
				_all.Add(val);
			}
			else
			{
				val = _all[0];
				_all.RemoveAt(0);
				_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)];
		}
	}
}