using System;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("Shitty Health")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Shitty Health")]
[assembly: AssemblyCopyright("Copyright © 2026")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("8f42c847-0c69-47cd-b8e7-42c6384263d3")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace ShittyHealth;
[BepInPlugin("com.2011XPlayz.ShittyHealth", "ShittyHealth", "1.6.3")]
public class Plugin : BaseUnityPlugin
{
internal static ManualLogSource Log;
internal static Material Mat;
internal static float Intensity;
private static int logTimer;
private void Awake()
{
//IL_0095: Unknown result type (might be due to invalid IL or missing references)
//IL_009f: Expected O, but got Unknown
//IL_00f3: Unknown result type (might be due to invalid IL or missing references)
Log = ((BaseUnityPlugin)this).Logger;
try
{
AssetBundle val = AssetBundle.LoadFromFile(Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "shittyhealth"));
if ((Object)(object)val == (Object)null)
{
Log.LogError((object)"Bundle failed.");
return;
}
Shader val2 = null;
Material val3 = val.LoadAsset<Material>("ShittyHealthMat");
if ((Object)(object)val3 != (Object)null)
{
val2 = val3.shader;
}
if ((Object)(object)val2 == (Object)null)
{
val2 = val.LoadAsset<Shader>("ShittyHealthSelectiveRed");
}
if ((Object)(object)val2 == (Object)null)
{
Log.LogError((object)"No shader in bundle.");
return;
}
Mat = new Material(val2);
((Object)Mat).hideFlags = (HideFlags)61;
Mat.SetFloat("_FlipY", 0f);
Log.LogInfo((object)("Shader ready: " + ((Object)val2).name));
}
catch (Exception ex)
{
Log.LogError((object)ex.ToString());
return;
}
new Harmony("com.2011XPlayz.ShittyHealth").PatchAll();
Log.LogInfo((object)"ShittyHealth 1.6.3 ready.");
}
private static Camera FindOverlayCamera()
{
Camera[] allCameras = Camera.allCameras;
Camera val = null;
Camera val2 = null;
Camera result = null;
float num = float.NegativeInfinity;
foreach (Camera val3 in allCameras)
{
if (!((Object)(object)val3 == (Object)null) && ((Behaviour)val3).enabled)
{
if (((Object)val3).name == "Virtual Camera")
{
val = val3;
}
if (((Object)val3).name == "HUD Camera")
{
val2 = val3;
}
if (val3.depth >= num)
{
num = val3.depth;
result = val3;
}
}
}
if ((Object)(object)val != (Object)null)
{
return val;
}
if ((Object)(object)val2 != (Object)null)
{
return val2;
}
return result;
}
private void Update()
{
if ((Object)(object)Mat == (Object)null)
{
return;
}
NewMovement instance = MonoSingleton<NewMovement>.Instance;
if ((Object)(object)instance == (Object)null || instance.hp <= 0)
{
Intensity = 0f;
return;
}
float num = Mathf.Clamp((float)instance.hp, 0f, 100f);
if (num >= 100f)
{
Intensity = 0f;
}
else
{
Intensity = Mathf.Clamp01((100f - num) / 80f);
}
Mat.SetFloat("_Intensity", Intensity);
Camera val = FindOverlayCamera();
if (!((Object)(object)val == (Object)null))
{
if ((Object)(object)((Component)val).GetComponent<SelectiveRedFilter>() == (Object)null)
{
((Component)val).gameObject.AddComponent<SelectiveRedFilter>();
Log.LogInfo((object)("Filter on overlay: " + ((Object)val).name + " depth=" + val.depth));
}
logTimer++;
if (logTimer % 120 == 0 && Intensity > 0.01f)
{
Log.LogInfo((object)("HP=" + instance.hp + " intensity=" + Intensity.ToString("0.00")));
}
}
}
}
public class SelectiveRedFilter : MonoBehaviour
{
private bool logged;
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (!logged)
{
Plugin.Log.LogInfo((object)("OnRenderImage on " + ((Object)this).name));
logged = true;
}
if ((Object)(object)Plugin.Mat == (Object)null || Plugin.Intensity <= 0.001f)
{
Graphics.Blit((Texture)(object)src, dest);
return;
}
Plugin.Mat.SetFloat("_Intensity", Plugin.Intensity);
Graphics.Blit((Texture)(object)src, dest, Plugin.Mat);
}
}