Decompiled source of BozachokSafeDeath v1.0.2

SafeDeath.dll

Decompiled 2 weeks ago
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("SafeDeath")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("SafeDeath")]
[assembly: AssemblyCopyright("Copyright ©  2021")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("55a5b305-c345-4d4e-a1bb-39e4643fffef")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.6.1", FrameworkDisplayName = ".NET Framework 4.6.1")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace SafeDeath;

[BepInProcess("valheim.exe")]
[BepInPlugin("juliandeclercq.SafeDeath", "Safe Death", "1.2.1")]
public class SafeDeath : BaseUnityPlugin
{
	[HarmonyPatch(typeof(Player), "CreateTombStone")]
	private static class CreateTombStonePatch
	{
		private static bool Prefix(Player __instance, out Inventory __state)
		{
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0030: Expected O, but got Unknown
			if (_itemLoss.Value)
			{
				__state = null;
				return true;
			}
			Inventory inventory = ((Humanoid)__instance).GetInventory();
			Inventory val = new Inventory("SavedInventory", (Sprite)null, inventory.GetWidth(), inventory.GetHeight());
			val.MoveAll(inventory);
			__state = val;
			return false;
		}

		private static void Postfix(Player __instance, Inventory __state)
		{
			if (!_itemLoss.Value)
			{
				((Humanoid)__instance).GetInventory().MoveAll(__state);
			}
		}
	}

	[HarmonyPatch(typeof(Player), "HardDeath")]
	private static class HardDeathPatch
	{
		private static bool Prefix(ref bool __result)
		{
			if (_skillLoss.Value)
			{
				return true;
			}
			__result = false;
			return false;
		}
	}

	[HarmonyPatch(typeof(Player), "OnDeath")]
	private static class OnDeathPatch
	{
		private static void Prefix(Player __instance, List<Food> ___m_foods, out List<Food> __state)
		{
			__state = new List<Food>(___m_foods);
		}

		private static void Postfix(Player __instance, ref List<Food> ___m_foods, List<Food> __state)
		{
			if (!_foodLoss.Value)
			{
				___m_foods = __state;
			}
		}
	}

	private static ConfigEntry<bool> _skillLoss;

	private static ConfigEntry<bool> _foodLoss;

	private static ConfigEntry<bool> _itemLoss;

	private void Awake()
	{
		_skillLoss = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Skill loss", false, "Lose skill / skill progression on death");
		_foodLoss = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Food loss", false, "Lose food on death");
		_itemLoss = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Item loss", false, "Lose items on death");
		Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), (string)null);
	}

	private void Update()
	{
	}

	private static void LogInventory(Inventory inventory, string name)
	{
		Debug.Log((object)$"{name} inventory item count: {inventory.GetAllItems().Count}");
		foreach (ItemData allItem in inventory.GetAllItems())
		{
			Debug.Log((object)(name + " item: " + allItem.m_shared.m_name));
		}
	}
}