using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("0.0.0.0")]
[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 HowToFishCursorAim
{
[BepInPlugin("welffi.howtofish.cursoraim", "Cursor Aim", "1.0.2")]
public class Plugin : BaseUnityPlugin
{
public const string Guid = "welffi.howtofish.cursoraim";
public const string Name = "Cursor Aim";
public const string Version = "1.0.2";
private void Awake()
{
//IL_0005: Unknown result type (might be due to invalid IL or missing references)
new Harmony("welffi.howtofish.cursoraim").PatchAll();
((BaseUnityPlugin)this).Logger.LogInfo((object)"Cursor Aim 1.0.2 loaded - weapons now fire toward your crosshair instead of the barrel's facing.");
}
}
[HarmonyPatch(typeof(Weapon), "Shoot")]
internal static class Weapon_Shoot_CursorAim
{
private const float MaxAimDistance = 1000f;
private static Transform _patchedFirePoint;
private static Quaternion _originalRotation;
private static void Prefix(Weapon __instance)
{
//IL_0045: 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_005a: 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_0073: 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_00ad: 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_0095: Unknown result type (might be due to invalid IL or missing references)
//IL_009f: Unknown result type (might be due to invalid IL or missing references)
//IL_00a4: Unknown result type (might be due to invalid IL or missing references)
//IL_00b3: 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)
//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
//IL_00d5: Unknown result type (might be due to invalid IL or missing references)
//IL_00da: Unknown result type (might be due to invalid IL or missing references)
//IL_00e2: Unknown result type (might be due to invalid IL or missing references)
//IL_00e8: Unknown result type (might be due to invalid IL or missing references)
//IL_00ed: Unknown result type (might be due to invalid IL or missing references)
_patchedFirePoint = null;
Player holder = ((Item)__instance).Holder;
Attachments attachments = __instance.Attachments;
if (!Object.op_Implicit((Object)(object)holder) || (Object)(object)attachments == (Object)null)
{
return;
}
Transform firePoint = attachments.FirePoint;
Transform camObject = holder.CamObject;
if (Object.op_Implicit((Object)(object)firePoint) && Object.op_Implicit((Object)(object)camObject))
{
int num = LayerMask.op_Implicit(GameInfo.LevelLayer) | LayerMask.op_Implicit(GameInfo.PlayerLayer) | LayerMask.op_Implicit(GameInfo.ItemLayer) | LayerMask.op_Implicit(GameInfo.NpcLayer);
RaycastHit val2 = default(RaycastHit);
Vector3 val = (Physics.Raycast(camObject.position, camObject.forward, ref val2, 1000f, num) ? ((RaycastHit)(ref val2)).point : (camObject.position + camObject.forward * 1000f)) - firePoint.position;
if (!(((Vector3)(ref val)).sqrMagnitude < 0.0001f))
{
_patchedFirePoint = firePoint;
_originalRotation = firePoint.rotation;
firePoint.rotation = Quaternion.LookRotation(((Vector3)(ref val)).normalized, firePoint.up);
}
}
}
private static void Postfix()
{
//IL_0011: Unknown result type (might be due to invalid IL or missing references)
if (Object.op_Implicit((Object)(object)_patchedFirePoint))
{
_patchedFirePoint.rotation = _originalRotation;
_patchedFirePoint = null;
}
}
}
}