Decompiled source of BanditReloaded v4.1.3
BanditReloaded.dll
Decompiled a month ago
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using System; using System.Collections; using System.Collections.Generic; 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 AncientScepter; using BanditReloaded; using BanditReloaded.Components; using BanditReloaded.Hooks; using BepInEx; using BepInEx.Bootstrap; using BepInEx.Configuration; using EntityStates; using EntityStates.Bandit2.Weapon; using EntityStates.BanditReloadedSkills; using EntityStates.Commando.CommandoWeapon; using EntityStates.Toolbot; using KinematicCharacterController; using On.EntityStates; using On.RoR2; using On.RoR2.Projectile; using R2API; using R2API.Utils; using RoR2; using RoR2.CharacterAI; using RoR2.Projectile; using RoR2.Skills; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.Networking; [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyCompany("BanditReloaded")] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = "")] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: CompilationRelaxations(8)] [assembly: AssemblyTitle("BanditReloaded")] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("BanditReloaded")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] namespace EntityStates.BanditReloadedSkills { public class BanditHelpers { public static void TriggerQuickdraw(SkillLocator skills) { skills.primary.stock = skills.primary.maxStock; skills.primary.rechargeStopwatch = 0f; } public static void ConsumeCloakDamageBuff(CharacterBody cb) { if (NetworkServer.active && Object.op_Implicit((Object)(object)cb)) { cb.ClearTimedBuffs(ModContentPack.cloakDamageBuff); } } public static void PlayCloakDamageSound(CharacterBody cb) { if (Object.op_Implicit((Object)(object)cb) && cb.HasBuff(ModContentPack.cloakDamageBuff)) { Util.PlaySound("Play_BanditReloaded_cloakdamage", ((Component)cb).gameObject); } } } public class Blast : BaseState { public static GameObject effectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/muzzleflashes/muzzleflashbandit2"); public static GameObject hitEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/impacteffects/hitsparkbandit"); public static GameObject tracerEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/tracers/tracerbandit2rifle"); public static string attackSoundString = "Play_BanditReloaded_blast"; public static float maxDistance; public static float damageCoefficient; public static float force; public static float bulletRadius = 0.4f; public static float baseMaxDuration; public static float baseMinDuration; public static float recoilAmplitude; public static float spreadBloomValue; public static bool individualReload; public static bool useFalloff; public static bool penetrateEnemies; public static bool noReload; public static float mashSpread; private float maxDuration; private float minDuration; private bool buttonReleased; public override void OnEnter() { //IL_00c5: Unknown result type (might be due to invalid IL or missing references) //IL_00ca: Unknown result type (might be due to invalid IL or missing references) //IL_00cc: Unknown result type (might be due to invalid IL or missing references) //IL_0184: Unknown result type (might be due to invalid IL or missing references) //IL_0189: Unknown result type (might be due to invalid IL or missing references) //IL_0195: Unknown result type (might be due to invalid IL or missing references) //IL_01a1: Unknown result type (might be due to invalid IL or missing references) //IL_01a4: Unknown result type (might be due to invalid IL or missing references) //IL_01a9: Unknown result type (might be due to invalid IL or missing references) //IL_01ae: Unknown result type (might be due to invalid IL or missing references) //IL_01b1: Unknown result type (might be due to invalid IL or missing references) //IL_01bc: Unknown result type (might be due to invalid IL or missing references) //IL_01c7: Unknown result type (might be due to invalid IL or missing references) //IL_01d8: Unknown result type (might be due to invalid IL or missing references) //IL_01df: Unknown result type (might be due to invalid IL or missing references) //IL_01ea: Unknown result type (might be due to invalid IL or missing references) //IL_01fc: Unknown result type (might be due to invalid IL or missing references) //IL_0207: Unknown result type (might be due to invalid IL or missing references) //IL_0213: Unknown result type (might be due to invalid IL or missing references) //IL_0218: Unknown result type (might be due to invalid IL or missing references) //IL_0223: Unknown result type (might be due to invalid IL or missing references) //IL_022a: Unknown result type (might be due to invalid IL or missing references) //IL_0235: Unknown result type (might be due to invalid IL or missing references) //IL_0251: Unknown result type (might be due to invalid IL or missing references) //IL_0258: Unknown result type (might be due to invalid IL or missing references) //IL_0263: Unknown result type (might be due to invalid IL or missing references) //IL_026a: Unknown result type (might be due to invalid IL or missing references) //IL_0278: Expected O, but got Unknown //IL_028b: Unknown result type (might be due to invalid IL or missing references) //IL_0290: Unknown result type (might be due to invalid IL or missing references) ((BaseState)this).OnEnter(); ((BaseState)this).AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude); maxDuration = baseMaxDuration / base.attackSpeedStat; minDuration = baseMinDuration / base.attackSpeedStat; Util.PlaySound(attackSoundString, ((EntityState)this).gameObject); ((EntityState)this).characterBody.skillLocator.primary.rechargeStopwatch = 0f; if (!noReload && ((EntityState)this).characterBody.skillLocator.primary.stock == 0) { Util.PlaySound("Play_commando_M2_grenade_throw", ((EntityState)this).gameObject); } Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireShotgun", "FireShotgun.playbackRate", 0.5f, 0f); ((EntityState)this).PlayAnimation("Gesture, Override", "FireShotgun", "FireShotgun.playbackRate", 0.5f, 0f); } else { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireMainWeapon", "FireMainWeapon.playbackRate", maxDuration, 0f); } string text = "MuzzleShotgun"; if (Object.op_Implicit((Object)(object)effectPrefab)) { EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, text, false); } if (((EntityState)this).isAuthority) { BulletAttack val = new BulletAttack { owner = ((EntityState)this).gameObject, weapon = ((EntityState)this).gameObject, origin = ((Ray)(ref aimRay)).origin, aimVector = ((Ray)(ref aimRay)).direction, minSpread = 0f, maxSpread = ((EntityState)this).characterBody.spreadBloomAngle, bulletCount = 1u, procCoefficient = 1f, damage = damageCoefficient * base.damageStat, force = force, falloffModel = (FalloffModel)(useFalloff ? 1 : 0), tracerEffectPrefab = tracerEffectPrefab, muzzleName = text, hitEffectPrefab = hitEffectPrefab, isCrit = Util.CheckRoll(base.critStat, ((EntityState)this).characterBody.master), HitEffectNormal = true, radius = bulletRadius, smartCollision = true, maxDistance = maxDistance }; if (penetrateEnemies) { val.stopperMask = ((LayerIndex)(ref LayerIndex.world)).mask; } val.Fire(); } ((EntityState)this).characterBody.AddSpreadBloom(spreadBloomValue); } public override void OnExit() { if (!buttonReleased && Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { ((EntityState)this).characterBody.SetSpreadBloom(0f, false); } BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); ((EntityState)this).OnExit(); } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); ((EntityState)this).characterBody.isSprinting = false; buttonReleased |= !((EntityState)this).inputBank.skill1.down; if (((EntityState)this).fixedAge >= maxDuration && ((EntityState)this).isAuthority) { ((EntityState)this).outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_002a: Unknown result type (might be due to invalid IL or missing references) if (buttonReleased && ((EntityState)this).fixedAge >= minDuration) { return (InterruptPriority)0; } return (InterruptPriority)2; } } public class Scatter : BaseState { public static GameObject effectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/muzzleflashes/muzzleflashbandit2"); public static GameObject hitEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/impacteffects/hitsparkbandit"); public static GameObject tracerEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/tracers/tracerbandit2shotgun"); public static float damageCoefficient; public static float force; public static float bulletRadius = 0.3f; public static float baseMaxDuration; public static float baseMinDuration; public static string attackSoundString = "Play_BanditReloaded_shotgun"; public static float recoilAmplitude; public static float spreadBloomValue; public static uint pelletCount; public static float procCoefficient; public static float range; public static bool penetrateEnemies; private float maxDuration; private float minDuration; private bool buttonReleased; public static bool noReload; private bool playedSound = false; public override void OnEnter() { //IL_00c5: Unknown result type (might be due to invalid IL or missing references) //IL_00ca: Unknown result type (might be due to invalid IL or missing references) //IL_00cc: Unknown result type (might be due to invalid IL or missing references) //IL_0192: Unknown result type (might be due to invalid IL or missing references) //IL_0197: Unknown result type (might be due to invalid IL or missing references) //IL_01a3: Unknown result type (might be due to invalid IL or missing references) //IL_01af: Unknown result type (might be due to invalid IL or missing references) //IL_01b2: Unknown result type (might be due to invalid IL or missing references) //IL_01b7: Unknown result type (might be due to invalid IL or missing references) //IL_01bc: Unknown result type (might be due to invalid IL or missing references) //IL_01bf: Unknown result type (might be due to invalid IL or missing references) //IL_01ca: Unknown result type (might be due to invalid IL or missing references) //IL_01d5: Unknown result type (might be due to invalid IL or missing references) //IL_01f0: Unknown result type (might be due to invalid IL or missing references) //IL_01fb: Unknown result type (might be due to invalid IL or missing references) //IL_0206: Unknown result type (might be due to invalid IL or missing references) //IL_0218: Unknown result type (might be due to invalid IL or missing references) //IL_0223: Unknown result type (might be due to invalid IL or missing references) //IL_0225: Unknown result type (might be due to invalid IL or missing references) //IL_022a: Unknown result type (might be due to invalid IL or missing references) //IL_0235: Unknown result type (might be due to invalid IL or missing references) //IL_023c: Unknown result type (might be due to invalid IL or missing references) //IL_0247: Unknown result type (might be due to invalid IL or missing references) //IL_0263: Unknown result type (might be due to invalid IL or missing references) //IL_026a: Unknown result type (might be due to invalid IL or missing references) //IL_0275: Unknown result type (might be due to invalid IL or missing references) //IL_027c: Unknown result type (might be due to invalid IL or missing references) //IL_0288: Unknown result type (might be due to invalid IL or missing references) //IL_02a1: Unknown result type (might be due to invalid IL or missing references) //IL_0295: Unknown result type (might be due to invalid IL or missing references) //IL_02a6: Unknown result type (might be due to invalid IL or missing references) //IL_02ad: Expected O, but got Unknown ((BaseState)this).OnEnter(); ((BaseState)this).AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude); maxDuration = baseMaxDuration / base.attackSpeedStat; minDuration = baseMinDuration / base.attackSpeedStat; Util.PlaySound(attackSoundString, ((EntityState)this).gameObject); ((EntityState)this).characterBody.skillLocator.primary.rechargeStopwatch = 0f; if (!noReload && ((EntityState)this).characterBody.skillLocator.primary.stock == 0) { Util.PlaySound("Play_commando_M2_grenade_throw", ((EntityState)this).gameObject); } Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireShotgun", "FireShotgun.playbackRate", maxDuration * 0.8f, 0f); ((EntityState)this).PlayAnimation("Gesture, Override", "FireShotgun", "FireShotgun.playbackRate", maxDuration * 0.8f, 0f); } else { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireMainWeapon", "FireMainWeapon.playbackRate", maxDuration, 0f); } string text = "MuzzleShotgun"; if (Object.op_Implicit((Object)(object)effectPrefab)) { EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, text, false); } if (((EntityState)this).isAuthority) { BulletAttack val = new BulletAttack { owner = ((EntityState)this).gameObject, weapon = ((EntityState)this).gameObject, origin = ((Ray)(ref aimRay)).origin, aimVector = ((Ray)(ref aimRay)).direction, minSpread = 0f, maxSpread = Mathf.Max(spreadBloomValue, ((EntityState)this).characterBody.spreadBloomAngle), bulletCount = pelletCount, procCoefficient = procCoefficient, damage = damageCoefficient * base.damageStat, force = force, falloffModel = (FalloffModel)1, tracerEffectPrefab = tracerEffectPrefab, muzzleName = text, hitEffectPrefab = hitEffectPrefab, isCrit = Util.CheckRoll(base.critStat, ((EntityState)this).characterBody.master), HitEffectNormal = false, radius = bulletRadius, smartCollision = true, maxDistance = range, stopperMask = (penetrateEnemies ? ((LayerIndex)(ref LayerIndex.world)).mask : ((LayerIndex)(ref LayerIndex.entityPrecise)).mask) }; val.Fire(); ((EntityState)this).characterBody.AddSpreadBloom(spreadBloomValue); } } public override void OnExit() { if (!buttonReleased && Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { ((EntityState)this).characterBody.SetSpreadBloom(0f, false); } BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); ((EntityState)this).OnExit(); } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); ((EntityState)this).characterBody.isSprinting = false; buttonReleased |= !((EntityState)this).inputBank.skill1.down; if (!playedSound && ((EntityState)this).fixedAge > maxDuration * 0.5f) { playedSound = true; ((EntityState)this).PlayCrossfade("Gesture, Additive", "EnterReload", "Reload.playbackRate", maxDuration * 0.5f, 0.1f); Util.PlaySound("Play_bandit_M1_pump", ((EntityState)this).gameObject); } if (((EntityState)this).fixedAge >= maxDuration && ((EntityState)this).isAuthority) { ((EntityState)this).outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_002a: Unknown result type (might be due to invalid IL or missing references) if (buttonReleased && ((EntityState)this).fixedAge >= minDuration) { return (InterruptPriority)0; } return (InterruptPriority)2; } } public class AcidBomb : BaseState { public static GameObject projectilePrefab; public static float damageCoefficient; public static float acidDamageCoefficient; public static float force; public static float selfForce; public static float baseDuration; private float duration; public override void OnEnter() { //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0020: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_00a8: Unknown result type (might be due to invalid IL or missing references) //IL_00af: Unknown result type (might be due to invalid IL or missing references) //IL_00b4: Unknown result type (might be due to invalid IL or missing references) //IL_0119: Unknown result type (might be due to invalid IL or missing references) //IL_011e: Unknown result type (might be due to invalid IL or missing references) //IL_0128: Unknown result type (might be due to invalid IL or missing references) //IL_012d: Unknown result type (might be due to invalid IL or missing references) //IL_0145: Unknown result type (might be due to invalid IL or missing references) ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture", "FireRevolver", "FireRevolver.playbackRate", duration, 0f); } else { ((EntityState)this).PlayAnimation("Gesture, Additive", "SlashBlade", "SlashBlade.playbackRate", duration, 0f); } Util.PlaySound("Play_commando_M2_grenade_throw", ((EntityState)this).gameObject); if (((EntityState)this).isAuthority) { ProjectileManager.instance.FireProjectile(projectilePrefab, ((Ray)(ref aimRay)).origin, Util.QuaternionSafeLookRotation(((Ray)(ref aimRay)).direction), ((EntityState)this).gameObject, base.damageStat * damageCoefficient, 0f, Util.CheckRoll(base.critStat, ((EntityState)this).characterBody.master), (DamageColorIndex)0, (GameObject)null, -1f); } if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && !((EntityState)this).characterMotor.isGrounded) { Vector3 val = -((Ray)(ref aimRay)).direction * selfForce; val.y *= 0.5f; ((EntityState)this).characterMotor.ApplyForce(val, true, false); } BanditHelpers.TriggerQuickdraw(((EntityState)this).characterBody.skillLocator); } public override void OnExit() { BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); ((EntityState)this).OnExit(); } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority) { ((EntityState)this).outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)3; } } public class ClusterBomb : BaseState { public static float damageCoefficient; public static float force = 2500f; public static float selfForce = 0f; public static float baseDuration; public static float bombletDamageCoefficient; private float duration; public static GameObject projectilePrefab { get; set; } public override void OnEnter() { //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0020: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_00a8: Unknown result type (might be due to invalid IL or missing references) //IL_00af: Unknown result type (might be due to invalid IL or missing references) //IL_00b4: Unknown result type (might be due to invalid IL or missing references) //IL_0119: Unknown result type (might be due to invalid IL or missing references) //IL_011e: Unknown result type (might be due to invalid IL or missing references) //IL_0128: Unknown result type (might be due to invalid IL or missing references) //IL_012d: Unknown result type (might be due to invalid IL or missing references) //IL_0145: Unknown result type (might be due to invalid IL or missing references) ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture", "FireRevolver", "FireRevolver.playbackRate", duration, 0f); } else { ((EntityState)this).PlayAnimation("Gesture, Additive", "SlashBlade", "SlashBlade.playbackRate", duration, 0f); } Util.PlaySound("Play_BanditReloaded_dynamite_toss", ((EntityState)this).gameObject); if (((EntityState)this).isAuthority) { ProjectileManager.instance.FireProjectile(projectilePrefab, ((Ray)(ref aimRay)).origin, Util.QuaternionSafeLookRotation(((Ray)(ref aimRay)).direction), ((EntityState)this).gameObject, base.damageStat * damageCoefficient, 0f, Util.CheckRoll(base.critStat, ((EntityState)this).characterBody.master), (DamageColorIndex)0, (GameObject)null, -1f); } if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && !((EntityState)this).characterMotor.isGrounded) { Vector3 val = -((Ray)(ref aimRay)).direction * selfForce; val.y *= 0.5f; ((EntityState)this).characterMotor.ApplyForce(val, true, false); } BanditHelpers.TriggerQuickdraw(((EntityState)this).characterBody.skillLocator); } public override void OnExit() { BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); ((EntityState)this).OnExit(); } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority) { ((EntityState)this).outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)3; } } public class ThermiteBomb : BaseState { public static GameObject projectilePrefab; public static float damageCoefficient; public static float force = 0f; public static float selfForce = 0f; public static float baseDuration; public static float burnDamageMult; public static GameObject effectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/muzzleflashes/muzzleflashbanditpistol"); private float duration; private bool playedAnim = false; private Animator animator; private int bodySideWeaponLayerIndex; public override void OnEnter() { //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0020: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_014e: Unknown result type (might be due to invalid IL or missing references) //IL_0155: Unknown result type (might be due to invalid IL or missing references) //IL_015a: Unknown result type (might be due to invalid IL or missing references) //IL_01c1: Unknown result type (might be due to invalid IL or missing references) //IL_01c6: Unknown result type (might be due to invalid IL or missing references) //IL_01d0: Unknown result type (might be due to invalid IL or missing references) //IL_01d5: Unknown result type (might be due to invalid IL or missing references) //IL_01ed: Unknown result type (might be due to invalid IL or missing references) ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); Util.PlaySound("Play_Bandit_m2_shot", ((EntityState)this).gameObject); animator = ((EntityState)this).GetModelAnimator(); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "PrepRevolver", "PrepRevolver.playbackRate", duration * 0.5f, 0f); ((EntityState)this).PlayAnimation("Gesture, Override", "PrepRevolver", "PrepRevolver.playbackRate", duration * 0.5f, 0f); } else { if (Object.op_Implicit((Object)(object)animator)) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "MainToSide", "MainToSide.playbackRate", duration * 0.5f, 0f); } if (Object.op_Implicit((Object)(object)effectPrefab)) { EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, "MuzzlePistol", false); } if (((EntityState)this).isAuthority) { ProjectileManager.instance.FireProjectile(projectilePrefab, ((Ray)(ref aimRay)).origin, Util.QuaternionSafeLookRotation(((Ray)(ref aimRay)).direction), ((EntityState)this).gameObject, base.damageStat * damageCoefficient, 0f, Util.CheckRoll(base.critStat, ((EntityState)this).characterBody.master), (DamageColorIndex)0, (GameObject)null, -1f); } if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && !((EntityState)this).characterMotor.isGrounded) { Vector3 val = -((Ray)(ref aimRay)).direction * selfForce; val.y *= 0.5f; ((EntityState)this).characterMotor.ApplyForce(val, true, false); } ((EntityState)this).characterBody.AddSpreadBloom(2.4f); ((BaseState)this).AddRecoil(-6f, -12f, -3f, 3f); BanditHelpers.TriggerQuickdraw(((EntityState)this).characterBody.skillLocator); } public override void OnExit() { BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); ((EntityState)this).OnExit(); } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); ((EntityState)this).characterBody.isSprinting = false; if (!playedAnim && ((EntityState)this).fixedAge > duration * 0.5f) { playedAnim = true; if (!global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireSideWeapon", "FireSideWeapon.playbackRate", duration, 0f); } else { ((EntityState)this).PlayAnimation("Gesture", "FireRevolver", "FireRevolver.playbackRate", duration, 0f); } } if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } ((EntityState)this).outer.SetNextState((EntityState)(object)new ExitRevolver()); } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)3; } } public class PrepBarrage : BaseState { public static float baseDuration; public static string prepSoundString = "Play_bandit2_R_load"; private float duration; private ChildLocator childLocator; private Animator animator; private int bodySideWeaponLayerIndex; public override void OnEnter() { ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; animator = ((EntityState)this).GetModelAnimator(); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "PrepRevolver", "PrepRevolver.playbackRate", duration, 0f); ((EntityState)this).PlayAnimation("Gesture, Override", "PrepRevolver", "PrepRevolver.playbackRate", duration, 0f); } else { if (Object.op_Implicit((Object)(object)animator)) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "MainToSide", "MainToSide.playbackRate", duration, 0f); } Util.PlaySound(prepSoundString, ((EntityState)this).gameObject); if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { ((EntityState)this).characterBody.SetAimTimer(duration); BanditHelpers.TriggerQuickdraw(((EntityState)this).characterBody.skillLocator); if (((EntityState)this).characterBody.HasBuff(ModContentPack.cloakDamageBuff)) { ((EntityState)this).characterBody.ClearTimedBuffs(ModContentPack.cloakDamageBuff); ((EntityState)this).characterBody.AddTimedBuff(ModContentPack.cloakDamageBuff, 1.2f); } } } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); ((EntityState)this).characterBody.isSprinting = false; if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { ((EntityState)this).characterBody.SetAimTimer(duration); ((EntityState)this).characterBody.SetSpreadBloom(FireBarrage.spread * 0.8f, false); } if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority && !((EntityState)this).inputBank.skill4.down) { ((EntityState)this).outer.SetNextState((EntityState)(object)new FireBarrage()); } } public override void OnExit() { if (!global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } ((EntityState)this).OnExit(); } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)5; } } public class FireBarrage : BaseState { public static GameObject effectPrefab = Resources.Load<GameObject>("prefabs/effects/muzzleflashes/muzzleflashbandit2"); public static GameObject hitEffectPrefab = Resources.Load<GameObject>("prefabs/effects/impacteffects/hitsparkbandit2pistol"); public static GameObject tracerEffectPrefab = Resources.Load<GameObject>("prefabs/effects/tracers/tracerbandit2rifle"); public static float damageCoefficient; public static float force; public static float baseDuration; public static string attackSoundString = "Play_bandit2_R_fire"; public static float recoilAmplitude = 2.2f; public static int maxBullets; public static float endLag; public static float spread; public static float maxDistance; private int bulletCount; private ChildLocator childLocator; private float duration; private float prevShot; private string muzzleName; private bool isCrit; private float recoil; private Animator animator; private int bodySideWeaponLayerIndex; private bool earlyExit = true; public override void OnEnter() { //IL_0043: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Unknown result type (might be due to invalid IL or missing references) //IL_004a: Unknown result type (might be due to invalid IL or missing references) ((BaseState)this).OnEnter(); bulletCount = maxBullets; prevShot = 0f; duration = baseDuration / base.attackSpeedStat; recoil = recoilAmplitude / base.attackSpeedStat; Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); muzzleName = "MuzzlePistol"; isCrit = ((BaseState)this).RollCrit(); animator = ((EntityState)this).GetModelAnimator(); if (Object.op_Implicit((Object)(object)animator) && !global::BanditReloaded.BanditReloaded.useOldModel) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } } public override void OnExit() { BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); ((EntityState)this).characterBody.SetSpreadBloom(0f, false); if (earlyExit && !global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "SideToMain"); Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } ((EntityState)this).OnExit(); } public override void FixedUpdate() { //IL_0095: Unknown result type (might be due to invalid IL or missing references) //IL_009a: Unknown result type (might be due to invalid IL or missing references) //IL_015a: Unknown result type (might be due to invalid IL or missing references) //IL_015f: Unknown result type (might be due to invalid IL or missing references) //IL_016b: Unknown result type (might be due to invalid IL or missing references) //IL_0177: Unknown result type (might be due to invalid IL or missing references) //IL_017a: Unknown result type (might be due to invalid IL or missing references) //IL_017f: Unknown result type (might be due to invalid IL or missing references) //IL_0184: Unknown result type (might be due to invalid IL or missing references) //IL_0187: Unknown result type (might be due to invalid IL or missing references) //IL_0192: Unknown result type (might be due to invalid IL or missing references) //IL_0199: Unknown result type (might be due to invalid IL or missing references) //IL_01a0: Unknown result type (might be due to invalid IL or missing references) //IL_01ab: Unknown result type (might be due to invalid IL or missing references) //IL_01ad: Unknown result type (might be due to invalid IL or missing references) //IL_01b2: Unknown result type (might be due to invalid IL or missing references) //IL_01bd: Unknown result type (might be due to invalid IL or missing references) //IL_01c9: Unknown result type (might be due to invalid IL or missing references) //IL_01d4: Unknown result type (might be due to invalid IL or missing references) //IL_01e0: Unknown result type (might be due to invalid IL or missing references) //IL_01e7: Unknown result type (might be due to invalid IL or missing references) //IL_01f2: Unknown result type (might be due to invalid IL or missing references) //IL_01fe: Unknown result type (might be due to invalid IL or missing references) //IL_0209: Unknown result type (might be due to invalid IL or missing references) //IL_021b: Unknown result type (might be due to invalid IL or missing references) //IL_021e: Unknown result type (might be due to invalid IL or missing references) //IL_0223: Unknown result type (might be due to invalid IL or missing references) //IL_0228: Unknown result type (might be due to invalid IL or missing references) ((EntityState)this).FixedUpdate(); ((EntityState)this).characterBody.isSprinting = false; if (!(((EntityState)this).fixedAge - prevShot > duration)) { return; } if (bulletCount > 0) { prevShot = ((EntityState)this).fixedAge; bulletCount--; ((BaseState)this).AddRecoil(-3f * recoil, -4f * recoil, -0.5f * recoil, 0.5f * recoil); Ray aimRay = ((BaseState)this).GetAimRay(); muzzleName = "MuzzlePistol"; Util.PlaySound(attackSoundString, ((EntityState)this).gameObject); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireRevolver"); ((EntityState)this).PlayAnimation("Gesture, Override", "FireRevolver"); } else { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireSideWeapon", "FireSideWeapon.playbackRate", 0.5f, 0f); } if (Object.op_Implicit((Object)(object)effectPrefab)) { EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, muzzleName, false); } float num = ((bulletCount <= 0) ? 0f : spread); if (((EntityState)this).isAuthority) { new BulletAttack { owner = ((EntityState)this).gameObject, weapon = ((EntityState)this).gameObject, origin = ((Ray)(ref aimRay)).origin, aimVector = ((Ray)(ref aimRay)).direction, minSpread = num, maxSpread = num, force = force, falloffModel = (FalloffModel)0, tracerEffectPrefab = tracerEffectPrefab, muzzleName = muzzleName, hitEffectPrefab = hitEffectPrefab, isCrit = isCrit, HitEffectNormal = true, radius = 0.4f, maxDistance = maxDistance, procCoefficient = 1f, damage = damageCoefficient * base.damageStat, damageType = DamageTypeCombo.op_Implicit((DamageType)12), smartCollision = true }.Fire(); ((EntityState)this).characterBody.SetSpreadBloom(spread * 0.8f, false); } } else { if (!(((EntityState)this).fixedAge - prevShot > endLag)) { return; } if (!global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } earlyExit = false; ((EntityState)this).outer.SetNextState((EntityState)(object)new ExitRevolver()); } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)2; } } internal class ExitRevolver : BaseState { public float baseDuration = 1.5f; protected float duration; private Animator animator; private int bodySideWeaponLayerIndex; public override void OnEnter() { ((BaseState)this).OnEnter(); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).outer.SetNextStateToMain(); return; } animator = ((EntityState)this).GetModelAnimator(); duration = baseDuration / base.attackSpeedStat; if (Object.op_Implicit((Object)(object)animator)) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); if (((EntityState)this).fixedAge > duration) { ((EntityState)this).outer.SetNextStateToMain(); } } public override void OnExit() { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "SideToMain"); Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } ((EntityState)this).OnExit(); } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)0; } } public class PrepLightsOut : BaseState { public static float baseDuration; public static string prepSoundString = "Play_bandit2_R_load"; private float duration; private ChildLocator childLocator; public static GameObject specialCrosshairPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/crosshair/Bandit2CrosshairPrepRevolver"); private GameObject defaultCrosshairPrefab; private Animator animator; private int bodySideWeaponLayerIndex; public override void OnEnter() { ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; animator = ((EntityState)this).GetModelAnimator(); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "PrepRevolver", "PrepRevolver.playbackRate", duration, 0f); ((EntityState)this).PlayAnimation("Gesture, Override", "PrepRevolver", "PrepRevolver.playbackRate", duration, 0f); } else { if (Object.op_Implicit((Object)(object)animator)) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "MainToSide", "MainToSide.playbackRate", duration, 0f); } Util.PlaySound(prepSoundString, ((EntityState)this).gameObject); defaultCrosshairPrefab = ((EntityState)this).characterBody._defaultCrosshairPrefab; ((EntityState)this).characterBody._defaultCrosshairPrefab = specialCrosshairPrefab; BanditHelpers.TriggerQuickdraw(((EntityState)this).characterBody.skillLocator); if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { ((EntityState)this).characterBody.SetAimTimer(duration); if (((EntityState)this).characterBody.HasBuff(ModContentPack.cloakDamageBuff)) { ((EntityState)this).characterBody.ClearTimedBuffs(ModContentPack.cloakDamageBuff); ((EntityState)this).characterBody.AddTimedBuff(ModContentPack.cloakDamageBuff, 1.2f); } } } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); ((EntityState)this).characterBody.isSprinting = false; if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { ((EntityState)this).characterBody.SetAimTimer(duration); } if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority && !((EntityState)this).inputBank.skill4.down) { ((EntityState)this).outer.SetNextState((EntityState)(object)new FireLightsOut()); } } public override void OnExit() { ((EntityState)this).characterBody._defaultCrosshairPrefab = defaultCrosshairPrefab; if (!global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } ((EntityState)this).OnExit(); } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)5; } } public class FireLightsOut : BaseState { public static GameObject effectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/muzzleflashes/muzzleflashbandit2"); public static GameObject hitEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/impacteffects/hitsparkbandit2pistol"); public static GameObject tracerEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/tracers/tracerbandit2rifle"); public static float damageCoefficient; public static float force; public static float baseDuration; public static string attackSoundString = "Play_bandit2_R_fire"; public static float recoilAmplitude = 4f; private ChildLocator childLocator; private float duration; private Animator animator; private int bodySideWeaponLayerIndex; private bool earlyExit = true; public override void OnEnter() { //IL_004e: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_0149: Unknown result type (might be due to invalid IL or missing references) //IL_014e: Unknown result type (might be due to invalid IL or missing references) //IL_015a: Unknown result type (might be due to invalid IL or missing references) //IL_0166: Unknown result type (might be due to invalid IL or missing references) //IL_0169: Unknown result type (might be due to invalid IL or missing references) //IL_016e: Unknown result type (might be due to invalid IL or missing references) //IL_0173: Unknown result type (might be due to invalid IL or missing references) //IL_0176: Unknown result type (might be due to invalid IL or missing references) //IL_0181: Unknown result type (might be due to invalid IL or missing references) //IL_018c: Unknown result type (might be due to invalid IL or missing references) //IL_0197: Unknown result type (might be due to invalid IL or missing references) //IL_01a2: Unknown result type (might be due to invalid IL or missing references) //IL_01a4: Unknown result type (might be due to invalid IL or missing references) //IL_01a9: Unknown result type (might be due to invalid IL or missing references) //IL_01b4: Unknown result type (might be due to invalid IL or missing references) //IL_01bb: Unknown result type (might be due to invalid IL or missing references) //IL_01c6: Unknown result type (might be due to invalid IL or missing references) //IL_01d2: Unknown result type (might be due to invalid IL or missing references) //IL_01d9: Unknown result type (might be due to invalid IL or missing references) //IL_01e4: Unknown result type (might be due to invalid IL or missing references) //IL_01f0: Unknown result type (might be due to invalid IL or missing references) //IL_01fb: Unknown result type (might be due to invalid IL or missing references) //IL_020d: Unknown result type (might be due to invalid IL or missing references) //IL_020f: Unknown result type (might be due to invalid IL or missing references) //IL_0214: Unknown result type (might be due to invalid IL or missing references) //IL_0219: Unknown result type (might be due to invalid IL or missing references) ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; ((BaseState)this).AddRecoil(-3f * recoilAmplitude, -4f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude); Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); string text = "MuzzlePistol"; Util.PlaySound(attackSoundString, ((EntityState)this).gameObject); animator = ((EntityState)this).GetModelAnimator(); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireRevolver"); ((EntityState)this).PlayAnimation("Gesture, Override", "FireRevolver"); } else { if (Object.op_Implicit((Object)(object)animator)) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "FireSideWeapon", "FireSideWeapon.playbackRate", 1f, 0f); } if (Object.op_Implicit((Object)(object)effectPrefab)) { EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, text, false); } if (((EntityState)this).isAuthority) { new BulletAttack { owner = ((EntityState)this).gameObject, weapon = ((EntityState)this).gameObject, origin = ((Ray)(ref aimRay)).origin, aimVector = ((Ray)(ref aimRay)).direction, minSpread = 0f, maxSpread = 0f, force = force, falloffModel = (FalloffModel)0, tracerEffectPrefab = tracerEffectPrefab, muzzleName = text, hitEffectPrefab = hitEffectPrefab, isCrit = ((BaseState)this).RollCrit(), HitEffectNormal = true, radius = 0.5f, maxDistance = 2000f, procCoefficient = 1f, damage = damageCoefficient * base.damageStat, damageType = DamageTypeCombo.op_Implicit((DamageType)4), smartCollision = true }.Fire(); } } public override void OnExit() { BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); if (earlyExit && !global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "SideToMain"); Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } ((EntityState)this).OnExit(); } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); ((EntityState)this).characterBody.isSprinting = false; if (!(((EntityState)this).fixedAge >= duration) || !((EntityState)this).isAuthority) { return; } if (!global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } earlyExit = false; ((EntityState)this).outer.SetNextState((EntityState)(object)new ExitRevolver()); } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)2; } } public class PrepBarrageScepter : BaseState { public static float baseDuration; public static string prepSoundString = "Play_bandit2_R_load"; private float duration; private ChildLocator childLocator; private Animator animator; private int bodySideWeaponLayerIndex; public override void OnEnter() { ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; animator = ((EntityState)this).GetModelAnimator(); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "PrepRevolver", "PrepRevolver.playbackRate", duration, 0f); ((EntityState)this).PlayAnimation("Gesture, Override", "PrepRevolver", "PrepRevolver.playbackRate", duration, 0f); } else { if (Object.op_Implicit((Object)(object)animator)) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "MainToSide", "MainToSide.playbackRate", duration, 0f); } Util.PlaySound(prepSoundString, ((EntityState)this).gameObject); if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { ((EntityState)this).characterBody.SetAimTimer(duration); BanditHelpers.TriggerQuickdraw(((EntityState)this).characterBody.skillLocator); if (((EntityState)this).characterBody.HasBuff(ModContentPack.cloakDamageBuff)) { ((EntityState)this).characterBody.ClearTimedBuffs(ModContentPack.cloakDamageBuff); ((EntityState)this).characterBody.AddTimedBuff(ModContentPack.cloakDamageBuff, 1.2f); } } } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { ((EntityState)this).characterBody.SetSpreadBloom(FireBarrage.spread * 0.8f, false); ((EntityState)this).characterBody.SetAimTimer(duration); } if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority && !((EntityState)this).inputBank.skill4.down) { ((EntityState)this).outer.SetNextState((EntityState)(object)new FireBarrageScepter()); } } public override void OnExit() { if (!global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } ((EntityState)this).OnExit(); } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)5; } } public class FireBarrageScepter : BaseState { public static GameObject effectPrefab = Resources.Load<GameObject>("prefabs/effects/muzzleflashes/muzzleflashbandit2"); public static GameObject hitEffectPrefab = Resources.Load<GameObject>("prefabs/effects/impacteffects/hitsparkbandit2pistol"); public static GameObject tracerEffectPrefab = Resources.Load<GameObject>("prefabs/effects/tracers/tracerbandit2rifle"); public static float damageCoefficient; public static float force; public static float baseDuration; public static string attackSoundString = "Play_bandit2_R_fire"; public static float recoilAmplitude = 2.2f; public static int maxBullets; public static float endLag; public static float spread; public static float maxDistance; private int bulletCount; private ChildLocator childLocator; private float duration; private float prevShot; private string muzzleName; private bool isCrit; private float recoil; private Animator animator; private int bodySideWeaponLayerIndex; private bool earlyExit = true; public override void OnEnter() { //IL_0043: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Unknown result type (might be due to invalid IL or missing references) //IL_004a: Unknown result type (might be due to invalid IL or missing references) ((BaseState)this).OnEnter(); bulletCount = maxBullets; prevShot = 0f; duration = baseDuration / base.attackSpeedStat; recoil = recoilAmplitude / base.attackSpeedStat; Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); muzzleName = "MuzzlePistol"; isCrit = ((BaseState)this).RollCrit(); animator = ((EntityState)this).GetModelAnimator(); if (Object.op_Implicit((Object)(object)animator) && !global::BanditReloaded.BanditReloaded.useOldModel) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } } public override void OnExit() { BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); ((EntityState)this).characterBody.SetSpreadBloom(0f, false); if (earlyExit && !global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "SideToMain"); Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } ((EntityState)this).OnExit(); } public override void FixedUpdate() { //IL_0088: Unknown result type (might be due to invalid IL or missing references) //IL_008d: Unknown result type (might be due to invalid IL or missing references) //IL_014d: Unknown result type (might be due to invalid IL or missing references) //IL_0152: Unknown result type (might be due to invalid IL or missing references) //IL_015e: Unknown result type (might be due to invalid IL or missing references) //IL_016a: Unknown result type (might be due to invalid IL or missing references) //IL_016d: Unknown result type (might be due to invalid IL or missing references) //IL_0172: Unknown result type (might be due to invalid IL or missing references) //IL_0177: Unknown result type (might be due to invalid IL or missing references) //IL_017a: Unknown result type (might be due to invalid IL or missing references) //IL_0185: Unknown result type (might be due to invalid IL or missing references) //IL_018c: Unknown result type (might be due to invalid IL or missing references) //IL_0193: Unknown result type (might be due to invalid IL or missing references) //IL_019e: Unknown result type (might be due to invalid IL or missing references) //IL_01a0: Unknown result type (might be due to invalid IL or missing references) //IL_01a5: Unknown result type (might be due to invalid IL or missing references) //IL_01b0: Unknown result type (might be due to invalid IL or missing references) //IL_01bc: Unknown result type (might be due to invalid IL or missing references) //IL_01c7: Unknown result type (might be due to invalid IL or missing references) //IL_01d3: Unknown result type (might be due to invalid IL or missing references) //IL_01da: Unknown result type (might be due to invalid IL or missing references) //IL_01e5: Unknown result type (might be due to invalid IL or missing references) //IL_01f1: Unknown result type (might be due to invalid IL or missing references) //IL_01fc: Unknown result type (might be due to invalid IL or missing references) //IL_020e: Unknown result type (might be due to invalid IL or missing references) //IL_0211: Unknown result type (might be due to invalid IL or missing references) //IL_0216: Unknown result type (might be due to invalid IL or missing references) //IL_021b: Unknown result type (might be due to invalid IL or missing references) ((EntityState)this).FixedUpdate(); if (!(((EntityState)this).fixedAge - prevShot > duration)) { return; } if (bulletCount > 0) { prevShot = ((EntityState)this).fixedAge; bulletCount--; ((BaseState)this).AddRecoil(-3f * recoil, -4f * recoil, -0.5f * recoil, 0.5f * recoil); Ray aimRay = ((BaseState)this).GetAimRay(); muzzleName = "MuzzlePistol"; Util.PlaySound(attackSoundString, ((EntityState)this).gameObject); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireRevolver"); ((EntityState)this).PlayAnimation("Gesture, Override", "FireRevolver"); } else { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireSideWeapon", "FireSideWeapon.playbackRate", 0.5f, 0f); } if (Object.op_Implicit((Object)(object)effectPrefab)) { EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, muzzleName, false); } float num = ((bulletCount <= 0) ? 0f : spread); if (((EntityState)this).isAuthority) { new BulletAttack { owner = ((EntityState)this).gameObject, weapon = ((EntityState)this).gameObject, origin = ((Ray)(ref aimRay)).origin, aimVector = ((Ray)(ref aimRay)).direction, minSpread = num, maxSpread = num, force = force, falloffModel = (FalloffModel)0, tracerEffectPrefab = tracerEffectPrefab, muzzleName = muzzleName, hitEffectPrefab = hitEffectPrefab, isCrit = isCrit, HitEffectNormal = true, radius = 0.4f, maxDistance = maxDistance, procCoefficient = 1f, damage = damageCoefficient * base.damageStat, damageType = DamageTypeCombo.op_Implicit((DamageType)12), smartCollision = true }.Fire(); ((EntityState)this).characterBody.SetSpreadBloom(FireBarrage.spread * 0.8f, false); } } else if (((EntityState)this).fixedAge - prevShot > endLag) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } earlyExit = false; ((EntityState)this).outer.SetNextState((EntityState)(object)new ExitRevolver()); } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)2; } } public class PrepLightsOutScepter : BaseState { public static float baseDuration; public static string prepSoundString = "Play_bandit2_R_load"; private float duration; private ChildLocator childLocator; public static GameObject specialCrosshairPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/crosshair/Bandit2CrosshairPrepRevolver"); private GameObject defaultCrosshairPrefab; private Animator animator; private int bodySideWeaponLayerIndex; public override void OnEnter() { ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "PrepRevolver", "PrepRevolver.playbackRate", duration, 0f); ((EntityState)this).PlayAnimation("Gesture, Override", "PrepRevolver", "PrepRevolver.playbackRate", duration, 0f); } else { if (Object.op_Implicit((Object)(object)animator)) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "MainToSide", "MainToSide.playbackRate", duration, 0f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "MainToSide", "MainToSide.playbackRate", duration, 0f); Util.PlaySound(prepSoundString, ((EntityState)this).gameObject); defaultCrosshairPrefab = ((EntityState)this).characterBody._defaultCrosshairPrefab; ((EntityState)this).characterBody._defaultCrosshairPrefab = specialCrosshairPrefab; BanditHelpers.TriggerQuickdraw(((EntityState)this).characterBody.skillLocator); if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { ((EntityState)this).characterBody.SetAimTimer(duration); if (((EntityState)this).characterBody.HasBuff(ModContentPack.cloakDamageBuff)) { ((EntityState)this).characterBody.ClearTimedBuffs(ModContentPack.cloakDamageBuff); ((EntityState)this).characterBody.AddTimedBuff(ModContentPack.cloakDamageBuff, 1.2f); } } } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority && !((EntityState)this).inputBank.skill4.down) { ((EntityState)this).outer.SetNextState((EntityState)(object)new FireLightsOutScepter()); } } public override void OnExit() { ((EntityState)this).characterBody._defaultCrosshairPrefab = defaultCrosshairPrefab; if (!global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } ((EntityState)this).OnExit(); } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)5; } } public class FireLightsOutScepter : BaseState { public static GameObject effectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/muzzleflashes/muzzleflashbandit2"); public static GameObject hitEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/impacteffects/hitsparkbandit2pistol"); public static GameObject tracerEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/tracers/tracerbandit2rifle"); public static float damageCoefficient; public static float force; public static float baseDuration; public static string attackSoundString = "Play_bandit2_R_fire"; public static float recoilAmplitude = 4f; private float duration; private Animator animator; private int bodySideWeaponLayerIndex; private bool earlyExit = true; public override void OnEnter() { //IL_004e: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_0149: Unknown result type (might be due to invalid IL or missing references) //IL_014e: Unknown result type (might be due to invalid IL or missing references) //IL_015a: Unknown result type (might be due to invalid IL or missing references) //IL_0166: Unknown result type (might be due to invalid IL or missing references) //IL_0169: Unknown result type (might be due to invalid IL or missing references) //IL_016e: Unknown result type (might be due to invalid IL or missing references) //IL_0173: Unknown result type (might be due to invalid IL or missing references) //IL_0176: Unknown result type (might be due to invalid IL or missing references) //IL_0181: Unknown result type (might be due to invalid IL or missing references) //IL_018c: Unknown result type (might be due to invalid IL or missing references) //IL_0197: Unknown result type (might be due to invalid IL or missing references) //IL_01a2: Unknown result type (might be due to invalid IL or missing references) //IL_01a4: Unknown result type (might be due to invalid IL or missing references) //IL_01a9: Unknown result type (might be due to invalid IL or missing references) //IL_01b4: Unknown result type (might be due to invalid IL or missing references) //IL_01bb: Unknown result type (might be due to invalid IL or missing references) //IL_01c6: Unknown result type (might be due to invalid IL or missing references) //IL_01d2: Unknown result type (might be due to invalid IL or missing references) //IL_01d9: Unknown result type (might be due to invalid IL or missing references) //IL_01e4: Unknown result type (might be due to invalid IL or missing references) //IL_01f0: Unknown result type (might be due to invalid IL or missing references) //IL_01fb: Unknown result type (might be due to invalid IL or missing references) //IL_020d: Unknown result type (might be due to invalid IL or missing references) //IL_020f: Unknown result type (might be due to invalid IL or missing references) //IL_0214: Unknown result type (might be due to invalid IL or missing references) //IL_0219: Unknown result type (might be due to invalid IL or missing references) ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; ((BaseState)this).AddRecoil(-3f * recoilAmplitude, -4f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude); Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); string text = "MuzzlePistol"; Util.PlaySound(attackSoundString, ((EntityState)this).gameObject); animator = ((EntityState)this).GetModelAnimator(); if (global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "FireRevolver"); ((EntityState)this).PlayAnimation("Gesture, Override", "FireRevolver"); } else { if (Object.op_Implicit((Object)(object)animator)) { bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon"); animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "FireSideWeapon", "FireSideWeapon.playbackRate", 1f, 0f); } if (Object.op_Implicit((Object)(object)effectPrefab)) { EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, text, false); } if (((EntityState)this).isAuthority) { new BulletAttack { owner = ((EntityState)this).gameObject, weapon = ((EntityState)this).gameObject, origin = ((Ray)(ref aimRay)).origin, aimVector = ((Ray)(ref aimRay)).direction, minSpread = 0f, maxSpread = 0f, force = force, falloffModel = (FalloffModel)0, tracerEffectPrefab = tracerEffectPrefab, muzzleName = text, hitEffectPrefab = hitEffectPrefab, isCrit = ((BaseState)this).RollCrit(), HitEffectNormal = true, radius = 0.5f, maxDistance = 2000f, procCoefficient = 1f, damage = damageCoefficient * base.damageStat, damageType = DamageTypeCombo.op_Implicit((DamageType)4), smartCollision = true }.Fire(); } } public override void OnExit() { BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); if (earlyExit && !global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } ((EntityState)this).PlayAnimation("Gesture, Additive", "SideToMain"); Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } ((EntityState)this).OnExit(); } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); if (!(((EntityState)this).fixedAge >= duration) || !((EntityState)this).isAuthority) { return; } if (!global::BanditReloaded.BanditReloaded.useOldModel) { if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f); } Transform val = ((BaseState)this).FindModelChild("SpinningPistolFX"); if (Object.op_Implicit((Object)(object)val)) { ((Component)val).gameObject.SetActive(false); } } earlyExit = false; ((EntityState)this).outer.SetNextState((EntityState)(object)new ExitRevolver()); } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)2; } } public class Assassinate : BaseState { public static string chargeSoundString = "Play_item_proc_crit_cooldown"; public static string beginChargeSoundString = "Play_MULT_m1_snipe_charge"; public static float baseChargeDuration; public static float minimumStateDuration = 0f; public static float zoomFOV; private float stopwatch; private Animator animator; private float lastMuzzleFlash = 0f; private float chargeDuration; private bool playedSound = false; private float chargeCoefficient = 0f; public static GameObject chargeupVfxPrefab; public static GameObject holdChargeVfxPrefab; private GameObject chargeupVfxGameObject; private GameObject holdChargeVfxGameObject; private Transform muzzleTransform; public static string muzzleName = "MuzzleShotgun"; private GameObject defaultCrosshairPrefab; private GameObject specialCrosshairPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/crosshair/banditcrosshair"); private GameObject perfectCrosshairPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/crosshair/StraightBracketCrosshair"); private bool chargeEffect = false; public static float perfectChargeDuration = 0f; public override void OnEnter() { ((BaseState)this).OnEnter(); BanditHelpers.TriggerQuickdraw(((EntityState)this).characterBody.skillLocator); animator = ((EntityState)this).GetModelAnimator(); chargeDuration = baseChargeDuration / base.attackSpeedStat; ((EntityState)this).PlayAnimation("Gesture, Additive", "FireShotgun", "FireShotgun.playbackRate", chargeDuration * 1.5f, 0f); ((EntityState)this).PlayAnimation("Gesture, Override", "FireShotgun", "FireShotgun.playbackRate", chargeDuration * 1.5f, 0f); Transform modelTransform = ((EntityState)this).GetModelTransform(); ((EntityState)this).cameraTargetParams.fovOverride = zoomFOV; if (Object.op_Implicit((Object)(object)modelTransform)) { ChildLocator component = ((Component)modelTransform).GetComponent<ChildLocator>(); if (Object.op_Implicit((Object)(object)component)) { muzzleTransform = component.FindChild(muzzleName); if (Object.op_Implicit((Object)(object)muzzleTransform)) { chargeupVfxGameObject = Object.Instantiate<GameObject>(chargeupVfxPrefab, muzzleTransform); chargeupVfxGameObject.GetComponent<ScaleParticleSystemDuration>().newDuration = chargeDuration; } } } Util.PlaySound(beginChargeSoundString, ((EntityState)this).gameObject); defaultCrosshairPrefab = ((EntityState)this).characterBody._defaultCrosshairPrefab; ((EntityState)this).characterBody._defaultCrosshairPrefab = specialCrosshairPrefab; if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody) && ((EntityState)this).characterBody.HasBuff(ModContentPack.cloakDamageBuff)) { ((EntityState)this).characterBody.ClearTimedBuffs(ModContentPack.cloakDamageBuff); ((EntityState)this).characterBody.AddTimedBuff(ModContentPack.cloakDamageBuff, chargeDuration + 0.5f); } } public override void OnExit() { ((EntityState)this).characterBody._defaultCrosshairPrefab = defaultCrosshairPrefab; ((EntityState)this).cameraTargetParams.fovOverride = -1f; if (Object.op_Implicit((Object)(object)chargeupVfxGameObject)) { EntityState.Destroy((Object)(object)chargeupVfxGameObject); chargeupVfxGameObject = null; } if (Object.op_Implicit((Object)(object)holdChargeVfxGameObject)) { EntityState.Destroy((Object)(object)holdChargeVfxGameObject); holdChargeVfxGameObject = null; } ((EntityState)this).OnExit(); if (((EntityState)this).inputBank.skill4.down) { ((EntityState)this).skillLocator.utility.rechargeStopwatch = ((EntityState)this).skillLocator.utility.CalculateFinalRechargeInterval() / 6f; } } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); stopwatch += Time.fixedDeltaTime; if (stopwatch >= chargeDuration) { if (stopwatch <= chargeDuration + perfectChargeDuration) { chargeCoefficient = 1.2f; if (Object.op_Implicit((Object)(object)FireChargeShot.effectPrefab) && stopwatch - lastMuzzleFlash > 0.1f) { lastMuzzleFlash = stopwatch; EffectManager.SimpleMuzzleFlash(FireChargeShot.effectPrefab, ((EntityState)this).gameObject, muzzleName, false); } ((EntityState)this).characterBody._defaultCrosshairPrefab = perfectCrosshairPrefab; } else { if ((Object)(object)((EntityState)this).characterBody._defaultCrosshairPrefab != (Object)(object)specialCrosshairPrefab) { ((EntityState)this).characterBody._defaultCrosshairPrefab = specialCrosshairPrefab; } chargeCoefficient = 1f; } ((EntityState)this).characterBody.SetSpreadBloom(0f, false); if (!playedSound) { playedSound = true; Util.PlayAttackSpeedSound(chargeSoundString, ((EntityState)this).gameObject, perfectChargeDuration); } if (!chargeEffect) { chargeEffect = true; if (Object.op_Implicit((Object)(object)chargeupVfxGameObject)) { EntityState.Destroy((Object)(object)chargeupVfxGameObject); chargeupVfxGameObject = null; } if (!Object.op_Implicit((Object)(object)holdChargeVfxGameObject) && Object.op_Implicit((Object)(object)muzzleTransform)) { holdChargeVfxGameObject = Object.Instantiate<GameObject>(holdChargeVfxPrefab, muzzleTransform); } } } else { chargeCoefficient = stopwatch / chargeDuration; ((EntityState)this).characterBody.SetSpreadBloom(1.25f * (1f - chargeCoefficient), false); } if (!Object.op_Implicit((Object)(object)((EntityState)this).inputBank) || (stopwatch >= minimumStateDuration && ((EntityState)this).isAuthority)) { if (!((EntityState)this).inputBank.skill3.down) { ((EntityState)this).outer.SetNextState((EntityState)(object)new FireChargeShot { chargeCoefficient = chargeCoefficient }); } else if (!Object.op_Implicit((Object)(object)((EntityState)this).inputBank)) { ((EntityState)this).outer.SetNextStateToMain(); } } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)2; } } public class FireChargeShot : BaseState { public static GameObject effectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/muzzleflashes/muzzleflashbanditshotgun"); public static GameObject hitEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/muzzleflashes/muzzleflashbanditshotgun"); public static GameObject tracerEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/tracers/tracertoolbotrebar"); public static GameObject perfectTracerEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/tracers/tracertoolbotrebar"); public static float minDamageCoefficient; public static float maxDamageCoefficient; public static float perfectChargeBonus = 2f; public static float minForce; public static float maxForce; public static float baseDuration; public static string attackSoundString = "Play_bandit_M2_shot"; public static string fullChargeSoundString = "Play_item_use_lighningArm"; public static float recoilAmplitude = 4f; public float chargeCoefficient; public static float selfForceMax; public static float selfForceMin; private ChildLocator childLocator; private float duration; private bool perfect = false; public static float minRadius; public static float maxRadius; public static int maxTargets; public override void OnEnter() { //IL_004e: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_0130: Unknown result type (might be due to invalid IL or missing references) //IL_0135: Unknown result type (might be due to invalid IL or missing references) //IL_0141: Unknown result type (might be due to invalid IL or missing references) //IL_014d: Unknown result type (might be due to invalid IL or missing references) //IL_0150: Unknown result type (might be due to invalid IL or missing references) //IL_0155: Unknown result type (might be due to invalid IL or missing references) //IL_015a: Unknown result type (might be due to invalid IL or missing references) //IL_015d: Unknown result type (might be due to invalid IL or missing references) //IL_0168: Unknown result type (might be due to invalid IL or missing references) //IL_0173: Unknown result type (might be due to invalid IL or missing references) //IL_017e: Unknown result type (might be due to invalid IL or missing references) //IL_01bc: Unknown result type (might be due to invalid IL or missing references) //IL_01d7: Unknown result type (might be due to invalid IL or missing references) //IL_01d9: Unknown result type (might be due to invalid IL or missing references) //IL_01de: Unknown result type (might be due to invalid IL or missing references) //IL_01f8: Unknown result type (might be due to invalid IL or missing references) //IL_01ff: Unknown result type (might be due to invalid IL or missing references) //IL_020a: Unknown result type (might be due to invalid IL or missing references) //IL_0216: Unknown result type (might be due to invalid IL or missing references) //IL_0231: Unknown result type (might be due to invalid IL or missing references) //IL_023d: Unknown result type (might be due to invalid IL or missing references) //IL_0243: Unknown result type (might be due to invalid IL or missing references) //IL_0248: Unknown result type (might be due to invalid IL or missing references) //IL_024d: Unknown result type (might be due to invalid IL or missing references) //IL_0250: Unknown result type (might be due to invalid IL or missing references) //IL_0255: Unknown result type (might be due to invalid IL or missing references) //IL_025a: Unknown result type (might be due to invalid IL or missing references) //IL_0261: Unknown result type (might be due to invalid IL or missing references) //IL_02b6: Unknown result type (might be due to invalid IL or missing references) //IL_02bb: Unknown result type (might be due to invalid IL or missing references) //IL_02d5: Unknown result type (might be due to invalid IL or missing references) //IL_02da: Unknown result type (might be due to invalid IL or missing references) //IL_02f2: Unknown result type (might be due to invalid IL or missing references) ((BaseState)this).OnEnter(); duration = baseDuration / base.attackSpeedStat; ((BaseState)this).AddRecoil(-3f * recoilAmplitude, -4f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude); Ray aimRay = ((BaseState)this).GetAimRay(); ((BaseState)this).StartAimMode(aimRay, 2f, false); string text = "MuzzleShotgun"; Util.PlaySound(attackSoundString, ((EntityState)this).gameObject); if (chargeCoefficient > 1f) { perfect = true; chargeCoefficient = 1f; Util.PlaySound(fullChargeSoundString, ((EntityState)this).gameObject); } ((EntityState)this).PlayAnimation("Gesture, Additive", "FireShotgun", "FireShotgun.playbackRate", duration * 0.8f, 0f); ((EntityState)this).PlayAnimation("Gesture, Override", "FireShotgun", "FireShotgun.playbackRate", duration * 0.8f, 0f); if (Object.op_Implicit((Object)(object)effectPrefab)) { EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, text, false); } if (((EntityState)this).isAuthority) { new BulletAttack { owner = ((EntityState)this).gameObject, weapon = ((EntityState)this).gameObject, origin = ((Ray)(ref aimRay)).origin, aimVector = ((Ray)(ref aimRay)).direction, minSpread = 0f, maxSpread = 0f, damage = Mathf.Lerp(minDamageCoefficient, maxDamageCoefficient, chargeCoefficient) * base.damageStat + (perfect ? (perfectChargeBonus * base.damageStat) : 0f), force = Mathf.Lerp(minForce, maxForce, chargeCoefficient), falloffModel = (FalloffModel)0, tracerEffectPrefab = (perfect ? perfectTracerEffectPrefab : tracerEffectPrefab), muzzleName = text, hitEffectPrefab = hitEffectPrefab, isCrit = ((BaseState)this).RollCrit(), radius = Mathf.Lerp(minRadius, maxRadius, chargeCoefficient), maxDistance = 2000f, stopperMask = ((LayerIndex)(ref LayerIndex.world)).mask, damageType = DamageTypeCombo.op_Implicit((DamageType)32), smartCollision = true, procCoefficient = Mathf.Lerp(0f, 1f, chargeCoefficient) }.Fire(); if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody) && Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && !((EntityState)this).characterMotor.isGrounded) { Vector3 val = -((Ray)(ref aimRay)).direction * Mathf.Lerp(selfForceMin, selfForceMax, chargeCoefficient); val.y *= 0.5f; ((EntityState)this).characterMotor.ApplyForce(val, true, false); } } } public override void OnExit() { BanditHelpers.ConsumeCloakDamageBuff(((EntityState)this).characterBody); ((EntityState)this).OnExit(); } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority) { ((EntityState)this).outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0005: Unknown result type (might be due to invalid IL or missing references) return (InterruptPriority)1; } } public class CastSmokescreenNoDelay : BaseState { public static float duration; public static float minimumStateDuration; public static string startCloakSoundString = "Play_bandit_shift_land"; public static string stopCloakSoundString = "Play_bandit_shift_end"; public static GameObject smokescreenEffectPrefab = LegacyResourcesAPI.Load<GameObject>("prefabs/effects/smokescreeneffect"); public static Material destealthMaterial; public static float damageCoefficient; public static float procCoefficient; public static bool nonLethal; public static float radius; public static float forceMagnitude = 0f; private float stopwatch; private bool hasCastSmoke; private Animator animator; public override void OnEnter() { ((BaseState)this).OnEnter(); animator = ((EntityState)this).GetModelAnimator(); CastSmoke(); if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { if (((EntityState)this).isAuthority) { ((EntityState)this).characterBody.isSprinting = true; } if (NetworkServer.active) { ((EntityState)this).characterBody.AddBuff(Buffs.Cloak); ((EntityState)this).characterBody.AddBuff(Buffs.CloakSpeed); ((EntityState)this).characterBody.AddTimedBuff(ModContentPack.cloakDamageBuff, duration + 0.5f); } BanditHelpers.TriggerQuickdraw(((EntityState)this).characterBody.skillLocator); } if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && !((EntityState)this).characterMotor.isGrounded && !global::BanditReloaded.BanditReloaded.useOldModel) { ((EntityState)this).PlayAnimation("Gesture, Additive", "ThrowSmokebomb", "ThrowSmokebomb.playbackRate", 0.2f, 0f); } } public override void OnExit() { if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody)) { if (NetworkServer.active) { if (((EntityState)this).characterBody.HasBuff(Buffs.Cloak)) { ((EntityState)this).characterBody.RemoveBuff(Buffs.Cloak); } if (((EntityState)this).characterBody.HasBuff(Buffs.CloakSpeed)) { ((EntityState)this).characterBody.RemoveBuff(Buffs.CloakSpeed); } } BanditHelpers.PlayCloakDamageSound(((EntityState)this).characterBody); } if (!((EntityState)this).outer.destroying) { CastSmoke(); } if (Object.op_Implicit((Object)(object)destealthMaterial)) { TemporaryOverlay val = ((Component)animator).gameObject.AddComponent<TemporaryOverlay>(); val.duration = 1f; val.destroyComponentOnEnd = true; val.originalMaterial = destealthMaterial; val.inspectorCharacterModel = ((Component)animator).gameObject.GetComponent<CharacterModel>(); val.alphaCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f); val.animateShaderAlpha = true; } Util.PlaySound(stopCloakSoundString, ((EntityState)this).gameObject); if (Object.op_Implicit((Object)(object)animator)) { animator.SetLayerWeight(animator.GetLayerIndex("Body, StealthWeapon"), 0f); } ((EntityState)this).OnExit(); } public override void FixedUpdate() { ((EntityState)this).FixedUpdate(); stopwatch += Time.fixedDeltaTime; if (stopwatch >= duration && ((EntityState)this).isAuthority) { ((EntityState)this).outer.SetNextStateToMain(); } } private void CastSmoke() { //IL_002d: Unknown result type (might be due to invalid IL or missing references) //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0039: Unknown result type (might be due to invalid IL or missing references) //IL_004a: Expected O, but got Unknown //IL_009f: Unknown result type (might be due to invalid IL or missing references) //IL_00a4: Unknown result type (might be due to invalid IL or missing references) //IL_00b0: Unknown result type (might be due to invalid IL or missing references) //IL_00bc: Unknown result type (might be due to invalid IL or missing references) //IL_00c3: Unknown result type (might be due to invalid IL or missing references) //IL_00c8: Unknown result type (might be due to invalid IL or missing references) //IL_00cd: Unknown result type (might be due to invalid IL or missing references) //IL_00df: Unknown result type (might be due to invalid IL or missing references) //IL_00ea: Unknown result type (might be due to invalid IL or missing references) //IL_00f1: Unknown result type (might be due to invalid IL or missing references) //IL_00f6: Unknown result type (might be due to invalid IL or missing references) //IL_00fb: Unknown result type (might be due to invalid IL or missing references) //IL_0106: Unknown result type (might be due to invalid IL or missing references) //IL_0108: Unknown result type (might be due to invalid IL or missing references) //IL_010d: Unknown result type (might be due to invalid IL or missing references) //IL_011b: Unknown result type (might be due to invalid IL or missing references) //IL_0120: Unknown result type (might be due to invalid IL or missing references) //IL_0125: Unknown result type (might be due to invalid IL or missing references) //IL_0130: Unknown result type (might be due to invalid IL or missing references) //IL_013c: Unknown result type (might be due to invalid IL or missing references) //IL_013e: Unknown result type (might be due to invalid IL or missing references) //IL_0143: Unknown result type (might be due to invalid IL or missing references) //IL_01a2: Unknown result type (might be due to invalid IL or missing references) //IL_01a7: Unknown result type (might be due to invalid IL or missing references) if (!hasCastSmoke) { Util.PlaySound(startCloakSoundString, ((EntityState)this).gameObject); hasCastSmoke = true; } EffectManager.SpawnEffect(smokescreenEffectPrefab, new EffectData { origin = ((EntityState)this).transform.position }, false); int layerIndex = animator.GetLayerIndex("Impact"); if (layerIndex >= 0) { animator.SetLayerWeight(layerIndex, 1f); animator.PlayInFixedTime("LightImpact", layerIndex, 0f); } if (NetworkServer.active) { new BlastAttack { attacker = ((EntityState)this).gameObject, inflictor = ((EntityState)this).gameObject, teamIndex = TeamComponent.GetObjectTeam(((EntityState)this).gameObject), baseDamage = base.damageStat * damageCoefficient, baseForce = forceMagnitude, position = ((EntityState)this).transform.position, radius = radius, falloffModel = (FalloffModel)0, damageType = DamageTypeCombo.op_Implicit((DamageType)(nonLethal ? 33 : 32)), procCoefficient = procCoefficient, crit = ((BaseState)this).RollCrit(), attackerFiltering = (AttackerFiltering)2 }.Fire(); } if (((EntityState)this).isAuthority && Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && !((EntityState)this).characterMotor.isGrounded) { ((EntityState)this).characterMotor.velocity = new Vector3(((EntityState)this).characterMotor.velocity.x, 17f, ((EntityState)this).characterMotor.velocity.z); } } public override InterruptPriority GetMinimumInterruptPriority() { //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Unknown result type (might be due to invalid IL or missing references) //IL_001e: Unknown result type (might be due to invalid IL or missing references) if (stopwatch <= minimumStateDuration) { return (InterruptPriority)3; } return (InterruptPriority)0; } } } namespace BanditReloaded { [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [NetworkCompatibility(/*Could not decode attribute arguments.*/)] [BepInPlugin("com.Moffein.BanditReloaded_v4", "Bandit Reloaded v4", "4.1.3")] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] internal class BanditReloaded : BaseUnityPlugin { [Serializable] [CompilerGenerated] private sealed class <>c { public static readonly <>c <>9 = new <>c(); public static hook_OnEnable <>9__60_0; internal void <Awake>b__60_0(orig_OnEnable orig, CameraRigController self) { SceneDef sceneDefForCurrentScene = SceneCatalog.GetSceneDefForCurrentScene(); if (Object.op_Implicit((Object)(object)sceneDefForCurrentScene) && sceneDefForCurrentScene.baseSceneName.Equals("lobby")) { self.enableFading = false; } orig.Invoke(self); } } public static bool useOldModel; public static bool swapSpecial; private int blastStock; private float thermiteBurnDuration; private float thermiteRadius; private float thermiteProcCoefficient; private float thermiteCooldown; private int thermiteStock; private float cloakCooldown; private int cloakStock; private float loCooldown; private int loStock; private int scatterStock; private float acidRadius; private float acidProcCoefficient; private float acidCooldown; private int acidStock; private float asCooldown; private int asStock; private bool asEnabled; private float cbRadius; private float cbBombletRadius; private float cbBombletProcCoefficient; private float cbCooldown; public static int cbStock; public static int cbBombletCount; private float reuCooldown; private int reuStock; public static SurvivorDef item; public ReloadSkillDef primaryBlastDef; public ReloadSkillDef primaryScatterDef; public SkillDef utilityDefA; public SkillDef utilityAltDef; public SkillDef thermiteDef; public SkillDef acidBombDef; public SkillDef specialLightsOutDef; public SkillDef clusterBombDef; public SkillDef specialBarrageDef; public SkillDef specialBarrageScepterDef; public SkillDef specialLightsOutScepterDef; public static GameObject BanditBody; public GameObject BanditMonsterMaster = null; public static ModdedDamageType ClusterBombDamage; public GameObject AcidBombObject = null; public GameObject ThermiteObject = null; public static GameObject ClusterBombletObject; public GameObject AcidBombGhostObject = null; public GameObject ThermiteGhostObject = null; public GameObject ClusterBombGhostObject = null; public GameObject ClusterBombletGhostObject = null; public Color BanditColor = new Color(41f / 51f, 41f / 85f, 43f / 51f); private string BanditBodyName = ""; private readonly Shader hotpoo = Load<Shader>("RoR2/Base/Shaders/HGStandard.shader"); public GameObject ClusterBombObject { get; set; } public void RegisterLanguageTokens() { LanguageAPI.Add("BANDITRELOADEDBODY_DEFAULT_SKIN_NAME", "Default"); LanguageAPI.Add("BANDITRELOADED_PASSIVE_NAME", "Quickdraw"); LanguageAPI.Add("BANDITRELOADED_PASSIVE_DESCRIPTION", "The Bandit <style=cIsUtility>instantly reloads</style> his primary when using other skills."); LanguageAPI.Add("BANDITRELOADED_OUTRO_FLAVOR", "..and so he left, with his pyrrhic plunder."); LanguageAPI.Add("BANDITRELOADED_MAIN_ENDING_ESCAPE_FAILURE_FLAVOR", "..and so he vanished, unable to escape his past."); LanguageAPI.Add("BANDITRELOADED_BODY_NAME", "Classic Bandit"); LanguageAPI.Add("BANDITRELOADED_BODY_SUBTITLE", "Wanted Dead or Alive"); string text = "The Bandit is a hit-and-run survivor who uses dirty tricks to assassinate his targets.<color=#CCD3E0>" + Environment.NewLine + Environment.NewLine; text = text + "< ! > Space out your skill usage to keep firing Blast, or dump them all at once for massive damage!" + Environment.NewLine + Environment.NewLine; text = text + "< ! > Use grenades to apply debuffs to enemies, boosting the damage of Lights Out." + Environment.NewLine + Environment.NewLine; text = text + "< ! > Use Smokebomb to either run away or to stun many enemies at once." + Environment.NewLine + Environment.NewLine; text = text + "< ! > Dealing a killing blow with Lights Out allows you to chain many skills together, allowing for maximum damage AND safety." + Environment.NewLine + Environment.NewLine; LanguageAPI.Add("BANDITRELOADED_BODY_DESC", text); LanguageAPI.Add("KEYWORD_BANDITRELOADED_EXECUTE", "<style=cKeywordName>Executing</style><style=cSub>The ability <style=cIsHealth>instantly kills</style> enemies below <style=cIsHealth>" + TakeDamage.specialExecuteThreshold.ToString("P0").Replace(" ", "").Replace(",", "") + " HP</style>.</style>"); LanguageAPI.Add("KEYWORD_BANDITRELOADED_RAPIDFIRE", "<style=cKeywordName>Rapid-Fire</style><style=cSub>The skill fires faster if you click faster.</style>"); LanguageAPI.Add("KEYWORD_BANDITRELOADED_THERMITE", "<style=cKeywordName>Thermite</style><style=cSub>Reduce movement speed by <style=cIsDamage>15%</style> per stack. Reduce armor by <style=cIsDamage>2.5</style> per stack.</style>"); LanguageAPI.Add("KEYWORD_BANDITRELOADED_DEBUFFBOOST", "<style=cKeywordName>Debuff Boosted</style><style=cSub>Gain <style=cIsDamage>+" + TakeDamage.specialDebuffBonus.ToString("P0").Replace(" ", "").Replace(",", "") + " TOTAL damage</style> for each unique debuff on the enemy."); LanguageAPI.Add("BANDITRELOADED_PRIMARY_NAME", "Blast"); LanguageAPI.Add("BANDITRELOADED_PRIMARY_ALT_NAME", "Scatter"); LanguageAPI.Add("BANDITRELOADED_SECONDARY_NAME", "Dynamite Toss"); LanguageAPI.Add("BANDITRELOADED_SECONDARY_ALT_NAME", "Thermite Flare"); LanguageAPI.Add("BANDITRELOADED_SECONDARY_ALT2_NAME", "Acid Bomb"); LanguageAPI.Add("BANDITRELOADED_UTILITY_NAME", "Smokebomb"); LanguageAPI.Add("BANDITRELOADED_SPECIAL_NAME", "Lights Out"); LanguageAPI.Add("BANDITRELOADED_SPECIAL_ALT_NAME", "Rack em Up"); LanguageAPI.Add("BANDITRELOADED_SPECIAL_SCEPTER_NAME", "Decapitate"); LanguageAPI.Add("BANDITRELOADED_SPECIAL_ALT_SCEPTER_NAME", "Fistful of Lead"); } internal static T Load<T>(string path) { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0007: Unknown result type (might be due to invalid IL or missing references) return Addressables.LoadAssetAsync<T>((object)path).WaitForCompletion(); } public void Start() { CastSmokescreenNoDelay.destealthMaterial = CastSmokescreenNoDelay.destealthMaterial; Assassinate.chargeupVfxPrefab = ChargeSpear.chargeupVfxPrefab; Assassinate.holdChargeVfxPrefab = ChargeSpear.holdChargeVfxPrefab; if (useOldModel) { DisplaySetup.DisplayRules(BanditBody); } } public void Awake() { //IL_005c: Unknown result type (might be due to invalid IL or missing references) //IL_0061: Unknown result type (might be due to invalid IL or missing references) //IL_0067: Expected O, but got Unknown //IL_0136: Unknown result type (might be due to invalid IL or missing references) //IL_013b: Unknown result type (might be due to invalid IL or missing references) ModContentPack.LoadResources(); ReadConfig(); SetupBanditBody(); SetupProjectiles(); SetAttributes(); AssignSkills(); CreateMaster(); CreateBuffs(); if (useOldModel) { AddClassicSkin(); object obj = <>c.<>9__60