using System.Collections.Generic;
using System.Diagnostics;
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 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: AssemblyCompany("ConductionFix")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("ConductionFix")]
[assembly: AssemblyTitle("ConductionFix")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace ConductionFix;
[BepInPlugin("ali.uk.conductionfix", "Conduction Fix", "1.0.0")]
public class ConductionFixPlugin : BaseUnityPlugin
{
internal static ManualLogSource Log;
private readonly Harmony _harmony = new Harmony("ali.uk.conductionfix");
private void Awake()
{
Log = ((BaseUnityPlugin)this).Logger;
_harmony.PatchAll();
Log.LogInfo((object)"A shocking turn of events :3 (Conduction fixed!!)");
}
}
[HarmonyPatch(typeof(EnemyIdentifier), "DelayedAfterShock")]
public static class DelayedAfterShockPatch
{
private static bool Prefix(EnemyIdentifier __instance, float delay, Vector3 pos, ref bool ___afterShockFromZap, List<Magnet> ___stuckMagnets, int ___nailsAmount, HashSet<Water> ___touchingWaters, bool ___waterOnlyAftershock)
{
//IL_00a9: Unknown result type (might be due to invalid IL or missing references)
//IL_00c1: Unknown result type (might be due to invalid IL or missing references)
float num = Mathf.Min(6f, (float)___nailsAmount / 15f);
___afterShockFromZap = false;
if (___stuckMagnets.Count > 0)
{
num += (float)___stuckMagnets.Count;
foreach (Magnet ___stuckMagnet in ___stuckMagnets)
{
if ((Object)(object)___stuckMagnet != (Object)null)
{
___stuckMagnet.health -= 1f;
}
}
}
if (num < 1f && ___touchingWaters.Count > 0)
{
num = 1f;
}
Aftershock val = new GameObject().AddComponent<Aftershock>();
val.delay = delay;
((Component)val).transform.position = pos;
val.waterOnly = ___waterOnlyAftershock;
val.extraDamage = num;
val.ZapFrom(__instance);
return false;
}
}
public static class PluginInfo
{
public const string PLUGIN_GUID = "ali.uk.conductionfix";
public const string PLUGIN_NAME = "Conduction Fix";
public const string PLUGIN_VERSION = "1.0.0";
}