Decompiled source of Team Fortress 2 Models v0.1.1

Nordbo.TF2Skins.dll

Decompiled 2 years ago
using System;
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 BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using ModelReplacement;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: AssemblyCompany("Nordbo.TF2Skins")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("TF2Skins")]
[assembly: AssemblyTitle("Nordbo.TF2Skins")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableAttribute : Attribute
	{
		public readonly byte[] NullableFlags;

		public NullableAttribute(byte P_0)
		{
			NullableFlags = new byte[1] { P_0 };
		}

		public NullableAttribute(byte[] P_0)
		{
			NullableFlags = P_0;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableContextAttribute : Attribute
	{
		public readonly byte Flag;

		public NullableContextAttribute(byte P_0)
		{
			Flag = P_0;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.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 TF2Skins
{
	public class EngineerReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("engineer");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"engineer asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"engineer asset loaded successfully.");
			}
			return val;
		}
	}
	public class SpyReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("spy");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"spy asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"spy asset loaded successfully.");
			}
			return val;
		}
	}
	public class SniperReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("sniper");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"sniper asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"sniper asset loaded successfully.");
			}
			return val;
		}
	}
	public class ScoutReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("scout");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"scout asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"scout asset loaded successfully.");
			}
			return val;
		}
	}
	public class PyroReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("pyro");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"pyro asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"pyro asset loaded successfully.");
			}
			return val;
		}
	}
	public class DemoReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("demoman");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"demoman asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"demoman asset loaded successfully.");
			}
			return val;
		}
	}
	public class SoldierReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("soldier");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"soldier asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"soldier asset loaded successfully.");
			}
			return val;
		}
	}
	public class HeavyReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("heavy");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"heavy asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"heavy asset loaded successfully.");
			}
			return val;
		}
	}
	public class MedicReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("medic");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"medic asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"medic asset loaded successfully.");
			}
			return val;
		}
	}
	public class SaxtonReplacement : BodyReplacementBase
	{
		protected override GameObject? LoadAssetsAndReturnModel()
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>("Saxton");
			if ((Object)(object)val == (Object)null)
			{
				Plugin.Logger.LogError((object)"Saxton asset is not found in the asset bundle.");
			}
			else
			{
				Plugin.Logger.LogInfo((object)"Saxton asset loaded successfully.");
			}
			return val;
		}
	}
	[BepInPlugin("nordbo.TF2Skins", "Team Fortress 2 Models", "1.0.0")]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	public class Plugin : BaseUnityPlugin
	{
		private const string modGUID = "nordbo.TF2Skins";

		private const string modName = "Team Fortress 2 Models";

		private const string modVersion = "1.0.0";

		internal static ManualLogSource Logger { get; private set; }

		internal static Harmony? Harmony { get; set; }

		private void Awake()
		{
			//IL_0068: Unknown result type (might be due to invalid IL or missing references)
			//IL_0072: Expected O, but got Unknown
			Logger = Logger.CreateLogSource("Team Fortress 2 Models");
			Logger.LogInfo((object)"Loading plugin nordbo.TF2Skins");
			string location = Assembly.GetExecutingAssembly().Location;
			string directoryName = Path.GetDirectoryName(location);
			Assets.PopulateAssets(directoryName);
			if ((Object)(object)Assets.mainAssetBundle == (Object)null)
			{
				Logger.LogError((object)"Asset bundle failed to load.");
				return;
			}
			RegisterModels();
			Harmony = new Harmony("nordbo.TF2Skins");
			Harmony.PatchAll();
			Logger.LogInfo((object)"Plugin nordbo.TF2Skins is loaded!");
		}

		private void RegisterModels()
		{
			if ((Object)(object)Assets.mainAssetBundle != (Object)null)
			{
				ModelReplacementAPI.RegisterSuitModelReplacement("Engineer", typeof(EngineerReplacement));
				ModelReplacementAPI.RegisterSuitModelReplacement("Spy", typeof(SpyReplacement));
				ModelReplacementAPI.RegisterSuitModelReplacement("Sniper", typeof(SniperReplacement));
				ModelReplacementAPI.RegisterSuitModelReplacement("Pyro", typeof(PyroReplacement));
				ModelReplacementAPI.RegisterSuitModelReplacement("Demoman", typeof(DemoReplacement));
				ModelReplacementAPI.RegisterSuitModelReplacement("Scout", typeof(ScoutReplacement));
				ModelReplacementAPI.RegisterSuitModelReplacement("Soldier", typeof(SoldierReplacement));
				ModelReplacementAPI.RegisterSuitModelReplacement("Heavy", typeof(HeavyReplacement));
				ModelReplacementAPI.RegisterSuitModelReplacement("Medic", typeof(MedicReplacement));
				ModelReplacementAPI.RegisterSuitModelReplacement("Saxton", typeof(SaxtonReplacement));
			}
			else
			{
				Logger.LogError((object)"Failed to load asset bundle.");
			}
		}
	}
	public static class Assets
	{
		public static string mainAssetBundleName = "tf2bundle";

		public static AssetBundle mainAssetBundle;

		private static string GetAssemblyName()
		{
			return Assembly.GetExecutingAssembly().FullName.Split(',')[0];
		}

		public static void PopulateAssets(string path)
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: Expected O, but got Unknown
			if ((Object)mainAssetBundle == (Object)null)
			{
				mainAssetBundle = AssetBundle.LoadFromFile(Path.Combine(path, mainAssetBundleName));
			}
		}
	}
	public static class MyPluginInfo
	{
		public const string PLUGIN_GUID = "Nordbo.TF2Skins";

		public const string PLUGIN_NAME = "TF2Skins";

		public const string PLUGIN_VERSION = "1.0.0";
	}
}
namespace TF2Skins.Patches
{
	[HarmonyPatch(typeof(TVScript))]
	public class ExampleTVPatch
	{
		[HarmonyPatch("SwitchTVLocalClient")]
		[HarmonyPrefix]
		private static void SwitchTVPrefix(TVScript __instance)
		{
			StartOfRound.Instance.shipRoomLights.SetShipLightsBoolean(__instance.tvOn);
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}