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Decompiled source of Stay Loaded v1.0.0
BepInEx/plugins/StayLoaded/StayLoaded.dll
Decompiled 3 days agousing System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using BepInEx; using HarmonyLib; using Microsoft.CodeAnalysis; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: AssemblyCompany("xNeliox")] [assembly: AssemblyProduct("Stay Loaded")] [assembly: AssemblyVersion("1.0.0.0")] [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 StayLoaded { [BepInPlugin("xNeliox.stayloaded", "Stay Loaded", "1.0.0")] public sealed class Plugin : BaseUnityPlugin { private Harmony harmony; private void Awake() { //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0010: Expected O, but got Unknown harmony = new Harmony("xNeliox.stayloaded"); harmony.PatchAll(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"Stay Loaded 1.0.0 by xNeliox loaded."); } private void OnDestroy() { Harmony obj = harmony; if (obj != null) { obj.UnpatchSelf(); } } } internal static class LoadedState { internal sealed class Context { internal int UnequipDepth; } internal const string Key = "xNeliox.stayloaded.loaded"; internal static readonly ConditionalWeakTable<Player, Context> Contexts = new ConditionalWeakTable<Player, Context>(); internal static readonly FieldRef<Player, ItemData> Loaded = AccessTools.FieldRefAccess<Player, ItemData>("m_weaponLoaded"); internal static readonly Action<Player, ItemData> SetLoaded = AccessTools.MethodDelegate<Action<Player, ItemData>>(AccessTools.Method(typeof(Player), "SetWeaponLoaded", (Type[])null, (Type[])null), (object)null, true); internal static bool Eligible(ItemData item) { if (item != null && item.m_shared != null && item.m_shared.m_attack != null) { return item.m_shared.m_attack.m_requiresReload; } return false; } internal static void Restore(Player player, ItemData item) { if (!((Object)(object)player != (Object)(object)Player.m_localPlayer) && Eligible(item) && ((Humanoid)player).GetCurrentWeapon() == item && item.m_customData.TryGetValue("xNeliox.stayloaded.loaded", out var value) && value == "1") { SetLoaded(player, item); } } } [HarmonyPatch(typeof(Player), "SetWeaponLoaded")] internal static class RememberCompletedReload { private static void Postfix(Player __instance, ItemData weapon) { if ((Object)(object)__instance == (Object)(object)Player.m_localPlayer && LoadedState.Eligible(weapon)) { weapon.m_customData["xNeliox.stayloaded.loaded"] = "1"; } } } [HarmonyPatch(typeof(Humanoid), "UnequipItem")] internal static class PreserveWhenUnequipping { private static void Prefix(Humanoid __instance, out LoadedState.Context __state) { __state = null; Player val = (Player)(object)((__instance is Player) ? __instance : null); if (val != null && (Object)(object)val == (Object)(object)Player.m_localPlayer) { __state = LoadedState.Contexts.GetOrCreateValue(val); __state.UnequipDepth++; } } private static Exception Finalizer(Exception __exception, LoadedState.Context __state) { if (__state != null) { __state.UnequipDepth--; } return __exception; } } [HarmonyPatch(typeof(Player), "ResetLoadedWeapon")] internal static class ConsumeLoadedState { private static void Prefix(Player __instance) { if (!((Object)(object)__instance != (Object)(object)Player.m_localPlayer) && LoadedState.Contexts.GetOrCreateValue(__instance).UnequipDepth <= 0) { LoadedState.Loaded.Invoke(__instance)?.m_customData.Remove("xNeliox.stayloaded.loaded"); } } } [HarmonyPatch(typeof(Humanoid), "EquipItem")] internal static class RestoreOnEquip { private static void Postfix(Humanoid __instance, ItemData item, bool __result) { if (__result) { Player val = (Player)(object)((__instance is Player) ? __instance : null); if (val != null) { LoadedState.Restore(val, item); } } } } [HarmonyPatch(typeof(Player), "UpdateWeaponLoading")] internal static class RestoreBeforeReloadCheck { private static void Prefix(Player __instance, ItemData weapon) { LoadedState.Restore(__instance, weapon); } } [HarmonyPatch(typeof(ItemData), "GetTooltip", new Type[] { typeof(int) })] internal static class LoadedTooltip { private static void Postfix(ItemData __instance, ref string __result) { if (LoadedState.Eligible(__instance) && __instance.m_customData.TryGetValue("xNeliox.stayloaded.loaded", out var value) && value == "1") { __result = __result + "\n<color=#a8d98a>" + LoadedText() + "</color>"; } } internal static string LoadedText() { Localization instance = Localization.instance; switch (((instance != null) ? instance.GetSelectedLanguage() : null) ?? "English") { case "German": return "Geladen – schussbereit"; case "French": return "Chargée – prête à tirer"; case "Spanish": return "Cargada – lista para disparar"; case "Italian": return "Carica – pronta a sparare"; case "Portuguese": case "Portuguese_Brazilian": return "Carregada – pronta para disparar"; case "Polish": return "Załadowana – gotowa do strzału"; case "Russian": return "Заряжено – готово к выстрелу"; case "Chinese": return "已装填 – 可以射击"; case "Japanese": return "装填済み – 発射可能"; case "Korean": return "장전됨 – 발사 준비 완료"; default: return "Loaded – ready to fire"; } } } }