Decompiled source of SniperClassic v1.5.10

plugins/SniperClassic/SniperClassic.dll

Decompiled a month ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using AncientScepter;
using BepInEx;
using BepInEx.Bootstrap;
using BepInEx.Configuration;
using EmotesAPI;
using EntityStates;
using EntityStates.Commando;
using EntityStates.GlobalSkills.LunarNeedle;
using EntityStates.Sniper.SniperWeapon;
using EntityStates.SniperClassicSkills;
using EntityStates.SniperClassicSkills.Nemesis;
using EntityStates.Toolbot;
using HG;
using HG.BlendableTypes;
using IL.RoR2;
using Inferno;
using KinematicCharacterController;
using Mono.Cecil.Cil;
using MonoMod.Cil;
using NS_KingKombatArena;
using On.EntityStates.GlobalSkills.LunarNeedle;
using On.RoR2;
using On.RoR2.CharacterAI;
using R2API;
using R2API.Utils;
using RiskOfOptions;
using RiskOfOptions.OptionConfigs;
using RiskOfOptions.Options;
using RoR2;
using RoR2.Achievements;
using RoR2.CharacterAI;
using RoR2.ContentManagement;
using RoR2.Orbs;
using RoR2.Projectile;
using RoR2.Skills;
using RoR2.UI;
using SniperClassic;
using SniperClassic.Components;
using SniperClassic.Controllers;
using SniperClassic.Hooks;
using SniperClassic.Modules;
using SniperClassic.Modules.Achievements;
using SniperClassic.Setup;
using TILER2;
using TMPro;
using ThinkInvisible.ClassicItems;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Networking;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using Zio.FileSystems;

[assembly: TargetFramework(".NETStandard,Version=v2.0", FrameworkDisplayName = ".NET Standard 2.0")]
[assembly: AssemblyCompany("SniperClassic")]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: AssemblyProduct("SniperClassic")]
[assembly: AssemblyTitle("SniperClassic")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace EntityStates
{
	internal class SniperMain : GenericCharacterMain
	{
		private Animator cachedAnimator;

		public override void OnEnter()
		{
			((GenericCharacterMain)this).OnEnter();
			cachedAnimator = ((EntityState)this).GetModelAnimator();
			((BaseCharacterMain)this).smoothingParameters.forwardSpeedSmoothDamp = 0f;
			((BaseCharacterMain)this).smoothingParameters.rightSpeedSmoothDamp = 0f;
		}

		public override void FixedUpdate()
		{
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			((GenericCharacterMain)this).FixedUpdate();
			Scene activeScene = SceneManager.GetActiveScene();
			string name = ((Scene)(ref activeScene)).name;
			if (name == "moon" || name == "moon2")
			{
				cachedAnimator.SetFloat("MoonMan", 1f);
			}
		}
	}
}
namespace EntityStates.SniperClassicSkills
{
	internal class SendSpotterDisrupt : SendSpotter
	{
		public override void SetSpotterMode()
		{
			spotterMode = SpotterMode.Disrupt;
		}
	}
	internal class SendSpotter : BaseState
	{
		private SpotterTargetingController spotterTargetingController = null;

		public static SkillDef specialSkillDef;

		public static float baseExitDuration = 0f;

		public static string attackSoundString = "Play_SniperClassic_spotter";

		private GenericSkill specialSkillSlot;

		private float timerSinceComplete;

		private bool beginExit;

		private bool foundTarget = false;

		public SpotterMode spotterMode;

		public override void OnEnter()
		{
			((BaseState)this).OnEnter();
			SetSpotterMode();
			spotterTargetingController = ((EntityState)this).gameObject.GetComponent<SpotterTargetingController>();
			if (Object.op_Implicit((Object)(object)spotterTargetingController) && Object.op_Implicit((Object)(object)spotterTargetingController.GetTrackingTarget()))
			{
				foundTarget = true;
			}
			specialSkillSlot = (Object.op_Implicit((Object)(object)((EntityState)this).skillLocator) ? ((EntityState)this).skillLocator.special : null);
			if (foundTarget && Object.op_Implicit((Object)(object)specialSkillSlot))
			{
				if (((EntityState)this).isAuthority)
				{
					spotterTargetingController.ClientSendSpotter(spotterMode);
					Util.PlaySound(attackSoundString, ((EntityState)this).gameObject);
				}
				specialSkillSlot.SetSkillOverride((object)this, specialSkillDef, (SkillOverridePriority)4);
				if (!((EntityState)this).characterBody.isSprinting)
				{
					((BaseState)this).StartAimMode(1f, false);
				}
				((EntityState)this).GetModelAnimator().Play("SpotterOn");
			}
			else
			{
				((EntityState)this).OnExit();
			}
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (!Object.op_Implicit((Object)(object)specialSkillSlot) || specialSkillSlot.stock == 0)
			{
				beginExit = true;
			}
			if (beginExit)
			{
				timerSinceComplete += Time.fixedDeltaTime;
				if (timerSinceComplete > baseExitDuration)
				{
					((EntityState)this).outer.SetNextStateToMain();
				}
			}
		}

		public override void OnExit()
		{
			if (foundTarget && Object.op_Implicit((Object)(object)specialSkillSlot))
			{
				specialSkillSlot.UnsetSkillOverride((object)this, specialSkillDef, (SkillOverridePriority)4);
			}
			((EntityState)this).OnExit();
		}

		public virtual void SetSpotterMode()
		{
			spotterMode = SpotterMode.ChainLightning;
		}
	}
	internal class ReturnSpotter : BaseState
	{
		public static float baseExitDuration = 0.5f;

		private SpotterTargetingController spotterTargetingController = null;

		public override void OnEnter()
		{
			((BaseState)this).OnEnter();
			spotterTargetingController = ((EntityState)this).gameObject.GetComponent<SpotterTargetingController>();
			if (Object.op_Implicit((Object)(object)spotterTargetingController) && ((EntityState)this).isAuthority)
			{
				spotterTargetingController.ClientReturnSpotter();
			}
			if (!((EntityState)this).characterBody.isSprinting)
			{
				((BaseState)this).StartAimMode(1f, false);
			}
			((EntityState)this).GetModelAnimator().Play("SpotterOff");
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).fixedAge > SendSpotter.baseExitDuration)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override void OnExit()
		{
			((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)2;
		}
	}
	internal class SendSpotterDisruptScepter : SendSpotter
	{
		public override void SetSpotterMode()
		{
			spotterMode = SpotterMode.DisruptScepter;
		}
	}
	internal class SendSpotterScepter : SendSpotter
	{
		public override void SetSpotterMode()
		{
			spotterMode = SpotterMode.ChainLightningScepter;
		}
	}
	public class AimSmokeGrenade : AimThrowableBase
	{
		private AimStunDrone goodState = null;

		public override void OnEnter()
		{
			//IL_000f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0019: Expected O, but got Unknown
			if (goodState == null)
			{
				goodState = new AimStunDrone();
			}
			base.maxDistance = 64f;
			base.rayRadius = 2f;
			base.arcVisualizerPrefab = ((AimThrowableBase)goodState).arcVisualizerPrefab;
			base.projectilePrefab = FireSmokeGrenade.projectilePrefab;
			base.endpointVisualizerPrefab = ((AimThrowableBase)goodState).endpointVisualizerPrefab;
			base.endpointVisualizerRadiusScale = 12f;
			base.setFuse = false;
			base.damageCoefficient = 0f;
			base.baseMinimumDuration = 0.2f;
			base.projectileBaseSpeed = 80f;
			((EntityState)this).GetModelAnimator().Play("SpotterOn");
			((AimThrowableBase)this).OnEnter();
		}

		public override void FixedUpdate()
		{
			((EntityState)this).characterBody.SetAimTimer(2f);
			((EntityState)this).fixedAge = ((EntityState)this).fixedAge + Time.fixedDeltaTime;
			bool flag = false;
			if (((EntityState)this).isAuthority && !((AimThrowableBase)this).KeyIsDown() && ((EntityState)this).fixedAge >= base.minimumDuration)
			{
				flag = true;
			}
			if (flag)
			{
				((AimThrowableBase)this).UpdateTrajectoryInfo(ref base.currentTrajectoryInfo);
				((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 FireSmokeGrenade : BaseSkillState
	{
		public static float baseDuration = 0.5f;

		public static float blastRadius = 4f;

		public static float bulletRecoil = 1f;

		public static string muzzleString = "";

		public static GameObject projectilePrefab;

		private float duration;

		private ChildLocator childLocator;

		private Animator animator;

		public override void OnEnter()
		{
			//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c6: Unknown result type (might be due to invalid IL or missing references)
			//IL_0104: Unknown result type (might be due to invalid IL or missing references)
			//IL_0109: Unknown result type (might be due to invalid IL or missing references)
			//IL_0115: Unknown result type (might be due to invalid IL or missing references)
			//IL_012a: Unknown result type (might be due to invalid IL or missing references)
			//IL_012f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0133: Unknown result type (might be due to invalid IL or missing references)
			//IL_0138: Unknown result type (might be due to invalid IL or missing references)
			//IL_013d: 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_015b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0161: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			duration = baseDuration / ((BaseState)this).attackSpeedStat;
			childLocator = ((Component)((EntityState)this).GetModelTransform()).GetComponent<ChildLocator>();
			animator = ((EntityState)this).GetModelAnimator();
			Util.PlaySound("Play_commando_M2_grenade_throw", ((EntityState)this).gameObject);
			((BaseState)this).AddRecoil(-2f * bulletRecoil, -3f * bulletRecoil, -1f * bulletRecoil, 1f * bulletRecoil);
			((EntityState)this).characterBody.AddSpreadBloom(0.33f * bulletRecoil);
			if (((EntityState)this).isAuthority)
			{
				Ray aimRay = ((BaseState)this).GetAimRay();
				FireProjectileInfo val = default(FireProjectileInfo);
				val.crit = false;
				val.damage = 0f;
				val.damageColorIndex = (DamageColorIndex)0;
				val.damageTypeOverride = (DamageType)32;
				val.force = 0f;
				val.owner = ((EntityState)this).gameObject;
				val.position = childLocator.FindChild(muzzleString).position;
				val.procChainMask = default(ProcChainMask);
				val.projectilePrefab = projectilePrefab;
				Ray aimRay2 = ((BaseState)this).GetAimRay();
				val.rotation = Quaternion.LookRotation(((Ray)(ref aimRay2)).direction);
				val.useFuseOverride = false;
				val.useSpeedOverride = false;
				val.target = null;
				FireProjectileInfo val2 = val;
				ProjectileManager.instance.FireProjectile(val2);
				((BaseState)this).AddRecoil(-2f * bulletRecoil, -3f * bulletRecoil, -1f * bulletRecoil, 1f * bulletRecoil);
			}
		}

		public override void OnExit()
		{
			((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)2;
		}
	}
	public class Backflip : BaseSkillState
	{
		public static float duration = 0.4f;

		public static float stunRadius = 12f;

		public static GameObject stunEffectPrefab;

		public static GameObject shockEffectPrefab;

		private Vector3 stunPosition;

		private float previousAirControl;

		public override void OnEnter()
		{
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			//IL_002f: 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_0037: Unknown result type (might be due to invalid IL or missing references)
			//IL_003c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0160: Unknown result type (might be due to invalid IL or missing references)
			//IL_0161: 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_0173: Unknown result type (might be due to invalid IL or missing references)
			//IL_0174: Unknown result type (might be due to invalid IL or missing references)
			//IL_004d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0064: Unknown result type (might be due to invalid IL or missing references)
			//IL_006e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0078: Unknown result type (might be due to invalid IL or missing references)
			//IL_007d: Unknown result type (might be due to invalid IL or missing references)
			//IL_007e: Unknown result type (might be due to invalid IL or missing references)
			//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_008f: 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_00a0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00db: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e0: Unknown result type (might be due to invalid IL or missing references)
			//IL_014f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0154: Unknown result type (might be due to invalid IL or missing references)
			//IL_01d1: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			previousAirControl = ((EntityState)this).characterMotor.airControl;
			((EntityState)this).characterMotor.airControl = 0.15f;
			Ray aimRay = ((BaseState)this).GetAimRay();
			Vector3 val = -((Ray)(ref aimRay)).direction;
			if (((EntityState)this).isAuthority)
			{
				val.y = Mathf.Max(val.y, 0.05f);
				Vector3 val2 = ((Vector3)(ref val)).normalized * 4f * 10f;
				Vector3 val3 = Vector3.up * 7f;
				Vector3 val4 = new Vector3(val.x, 0f, val.z);
				Vector3 val5 = ((Vector3)(ref val4)).normalized * 3f;
				((BaseCharacterController)((EntityState)this).characterMotor).Motor.ForceUnground();
				((EntityState)this).characterMotor.velocity = val2 + val3 + val5;
				((EntityState)this).characterMotor.velocity.y *= 0.8f;
				if (((EntityState)this).characterMotor.velocity.y < 0f)
				{
					((EntityState)this).characterMotor.velocity.y *= 0.1f;
				}
				((EntityState)this).characterBody.isSprinting = true;
				TriggerReload();
				stunPosition = ((EntityState)this).characterBody.corePosition;
			}
			((EntityState)this).characterDirection.moveVector = val;
			CharacterBody characterBody = ((EntityState)this).characterBody;
			characterBody.bodyFlags = (BodyFlags)(characterBody.bodyFlags | 1);
			((EntityState)this).PlayAnimation("FullBody, Override", "Backflip", "Backflip.playbackRate", 1.5f * duration);
			Util.PlayAttackSpeedSound(DodgeState.dodgeSoundString, ((EntityState)this).gameObject, 1.5f);
			if (NetworkServer.active && stunRadius > 0f)
			{
				StunEnemies(stunPosition);
			}
		}

		private void SpotterShockEnemies(SpotterTargetingController stc)
		{
			//IL_000c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0011: 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_0027: Unknown result type (might be due to invalid IL or missing references)
			//IL_004b: Unknown result type (might be due to invalid IL or missing references)
			//IL_003b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0040: Unknown result type (might be due to invalid IL or missing references)
			//IL_0044: Unknown result type (might be due to invalid IL or missing references)
			//IL_0050: Unknown result type (might be due to invalid IL or missing references)
			//IL_0064: Unknown result type (might be due to invalid IL or missing references)
			//IL_0069: Unknown result type (might be due to invalid IL or missing references)
			//IL_0070: Unknown result type (might be due to invalid IL or missing references)
			//IL_007c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0088: Unknown result type (might be due to invalid IL or missing references)
			//IL_0093: Unknown result type (might be due to invalid IL or missing references)
			//IL_009e: Unknown result type (might be due to invalid IL or missing references)
			//IL_009f: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ad: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bb: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c0: 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_00cf: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00dd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00de: 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_00e4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00eb: 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_0111: Expected O, but got Unknown
			//IL_0118: Unknown result type (might be due to invalid IL or missing references)
			//IL_0123: Unknown result type (might be due to invalid IL or missing references)
			//IL_012a: Expected O, but got Unknown
			//IL_013d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0136: 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_0145: Unknown result type (might be due to invalid IL or missing references)
			//IL_0147: 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_016b: 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_0194: Unknown result type (might be due to invalid IL or missing references)
			Vector3 position = ((Component)stc.spotterFollower).transform.position;
			List<HealthComponent> bouncedObjects = new List<HealthComponent>();
			int num = 30;
			float range = 30f;
			TeamIndex team = ((BaseState)this).GetTeam();
			bool flag = stc.spotterFollower.IsTargetingEnemy();
			Vector3 val;
			if (!flag)
			{
				Ray aimRay = ((BaseState)this).GetAimRay();
				val = ((Ray)(ref aimRay)).direction;
			}
			else
			{
				val = Vector3.down;
			}
			Vector3 searchDirection = val;
			for (int i = 0; i < num; i++)
			{
				LightningOrb spotterLightning = new LightningOrb
				{
					bouncedObjects = bouncedObjects,
					attacker = ((EntityState)this).gameObject,
					inflictor = ((EntityState)this).gameObject,
					damageValue = 1f,
					procCoefficient = 0f,
					teamIndex = team,
					isCrit = false,
					procChainMask = default(ProcChainMask),
					lightningType = (LightningType)1,
					damageColorIndex = (DamageColorIndex)10,
					bouncesRemaining = 0,
					targetsToFindPerBounce = 1,
					range = range,
					origin = position,
					damageType = (DamageType)1,
					speed = 120f,
					arrivalTime = OrbManager.instance.time + 0.5f
				};
				DamageAPI.AddModdedDamageType(spotterLightning, SniperContent.Shock5sNoDamage);
				BullseyeSearch val2 = new BullseyeSearch();
				val2.searchOrigin = (flag ? position : ((EntityState)this).characterBody.corePosition);
				val2.searchDirection = searchDirection;
				val2.maxAngleFilter = (flag ? 360f : 90f);
				val2.teamMaskFilter = TeamMask.allButNeutral;
				((TeamMask)(ref val2.teamMaskFilter)).RemoveTeam(spotterLightning.teamIndex);
				val2.filterByLoS = false;
				val2.sortMode = (SortMode)1;
				val2.maxDistanceFilter = spotterLightning.range;
				val2.RefreshCandidates();
				HurtBox val3 = (from v in val2.GetResults()
					where !spotterLightning.bouncedObjects.Contains(v.healthComponent)
					select v).FirstOrDefault();
				if (Object.op_Implicit((Object)(object)val3))
				{
					((Orb)spotterLightning).target = val3;
					OrbManager.instance.AddOrb((Orb)(object)spotterLightning);
					spotterLightning.bouncedObjects.Add(val3.healthComponent);
				}
			}
		}

		private void StunEnemies(Vector3 stunPosition)
		{
			//IL_004d: 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_0058: Unknown result type (might be due to invalid IL or missing references)
			//IL_005c: Unknown result type (might be due to invalid IL or missing references)
			//IL_002e: Unknown result type (might be due to invalid IL or missing references)
			//IL_003a: Unknown result type (might be due to invalid IL or missing references)
			//IL_00eb: 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)
			if (!Object.op_Implicit((Object)(object)((EntityState)this).characterBody))
			{
				return;
			}
			if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody.coreTransform))
			{
				EffectManager.SimpleEffect(stunEffectPrefab, stunPosition, ((EntityState)this).characterBody.coreTransform.rotation, true);
			}
			List<HealthComponent> list = new List<HealthComponent>();
			float num = stunRadius;
			LayerIndex entityPrecise = LayerIndex.entityPrecise;
			Collider[] array = Physics.OverlapSphere(stunPosition, num, LayerMask.op_Implicit(((LayerIndex)(ref entityPrecise)).mask));
			for (int i = 0; i < array.Length; i++)
			{
				HurtBox component = ((Component)array[i]).GetComponent<HurtBox>();
				if (!Object.op_Implicit((Object)(object)component) || !Object.op_Implicit((Object)(object)component.healthComponent) || list.Contains(component.healthComponent))
				{
					continue;
				}
				list.Add(component.healthComponent);
				if (Object.op_Implicit((Object)(object)component.healthComponent.body.teamComponent) && component.healthComponent.body.teamComponent.teamIndex != ((BaseState)this).GetTeam())
				{
					SetStateOnHurt component2 = ((Component)component.healthComponent).gameObject.GetComponent<SetStateOnHurt>();
					if (Object.op_Implicit((Object)(object)component2) && component2.canBeStunned)
					{
						component2.SetStun(1f);
					}
				}
			}
		}

		private void TriggerReload()
		{
			ReloadController component = ((Component)((EntityState)this).characterBody).GetComponent<ReloadController>();
			if (Object.op_Implicit((Object)(object)component))
			{
				component.AutoReload();
			}
		}

		public override void OnExit()
		{
			//IL_000f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0016: 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_0034: Unknown result type (might be due to invalid IL or missing references)
			//IL_003e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0043: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).OnExit();
			CharacterBody characterBody = ((EntityState)this).characterBody;
			characterBody.bodyFlags = (BodyFlags)(characterBody.bodyFlags & -2);
			((EntityState)this).characterMotor.airControl = previousAirControl;
			CharacterMotor characterMotor = ((EntityState)this).characterMotor;
			characterMotor.velocity *= 0.9f;
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			((BaseState)this).StartAimMode(0.5f, false);
			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)4;
		}

		public override void OnSerialize(NetworkWriter writer)
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			writer.Write(stunPosition);
		}

		public override void OnDeserialize(NetworkReader reader)
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			stunPosition = reader.ReadVector3();
		}
	}
	internal class CombatRoll : BaseState
	{
		public static float duration = 0.4f;

		public static float initialSpeedCoefficient = 7.25f;

		public static float finalSpeedCoefficient = 3.625f;

		public static string dodgeSoundString = DodgeState.dodgeSoundString;

		public static float dodgeFOV = DodgeState.dodgeFOV;

		public static float initialHopVelocity = 20f;

		private float rollSpeed;

		private Vector3 forwardDirection;

		private Animator animator;

		private Vector3 previousPosition;

		private ScopeController scopeController;

		public override void OnEnter()
		{
			//IL_0073: Unknown result type (might be due to invalid IL or missing references)
			//IL_0078: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b9: Unknown result type (might be due to invalid IL or missing references)
			//IL_0097: Unknown result type (might be due to invalid IL or missing references)
			//IL_008a: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cb: 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_00d1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00de: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
			//IL_009c: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a5: 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_020c: Unknown result type (might be due to invalid IL or missing references)
			//IL_022c: Unknown result type (might be due to invalid IL or missing references)
			//IL_021f: 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_023a: Unknown result type (might be due to invalid IL or missing references)
			//IL_023f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0241: Unknown result type (might be due to invalid IL or missing references)
			//IL_0246: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			scopeController = ((EntityState)this).gameObject.GetComponent<ScopeController>();
			Util.PlaySound(dodgeSoundString, ((EntityState)this).gameObject);
			animator = ((EntityState)this).GetModelAnimator();
			ChildLocator component = ((Component)animator).GetComponent<ChildLocator>();
			if (((EntityState)this).isAuthority && Object.op_Implicit((Object)(object)((EntityState)this).inputBank) && Object.op_Implicit((Object)(object)((EntityState)this).characterDirection))
			{
				Vector3 val = ((((EntityState)this).inputBank.moveVector == Vector3.zero) ? ((EntityState)this).characterDirection.forward : ((EntityState)this).inputBank.moveVector);
				forwardDirection = ((Vector3)(ref val)).normalized;
			}
			Vector3 val2 = (Object.op_Implicit((Object)(object)((EntityState)this).characterDirection) ? ((EntityState)this).characterDirection.forward : forwardDirection);
			Vector3 val3 = Vector3.Cross(Vector3.up, val2);
			float num = Vector3.Dot(forwardDirection, val2);
			float num2 = Vector3.Dot(forwardDirection, val3);
			((EntityState)this).PlayAnimation("FullBody, Override", "Roll", "Roll.playbackRate", duration);
			animator.SetFloat("forwardSpeed", num, 0.1f, Time.fixedDeltaTime);
			animator.SetFloat("rightSpeed", num2, 0.1f, Time.fixedDeltaTime);
			if (Mathf.Abs(num) > Mathf.Abs(num2))
			{
				((EntityState)this).PlayAnimation("Body", (num > 0f) ? "DodgeForward" : "DodgeBackward", "Dodge.playbackRate", duration);
			}
			else
			{
				((EntityState)this).PlayAnimation("Body", (num2 > 0f) ? "DodgeRight" : "DodgeLeft", "Dodge.playbackRate", duration);
			}
			RecalculateRollSpeed();
			if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && Object.op_Implicit((Object)(object)((EntityState)this).characterDirection))
			{
				((EntityState)this).characterMotor.velocity.y = 0f;
				((EntityState)this).characterMotor.velocity = forwardDirection * rollSpeed;
			}
			Vector3 val4 = (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) ? ((EntityState)this).characterMotor.velocity : Vector3.zero);
			previousPosition = ((EntityState)this).transform.position - val4;
			if (((EntityState)this).isAuthority)
			{
				TriggerReload();
			}
			if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody))
			{
				((EntityState)this).characterBody.AddTimedBuff(Buffs.Cloak, 1f);
			}
		}

		private void RecalculateRollSpeed()
		{
			rollSpeed = base.moveSpeedStat * Mathf.Lerp(initialSpeedCoefficient, finalSpeedCoefficient, ((EntityState)this).fixedAge / duration);
		}

		public override void FixedUpdate()
		{
			//IL_006f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0075: Unknown result type (might be due to invalid IL or missing references)
			//IL_007a: Unknown result type (might be due to invalid IL or missing references)
			//IL_007f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0082: Unknown result type (might be due to invalid IL or missing references)
			//IL_0087: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a3: Unknown result type (might be due to invalid IL or missing references)
			//IL_012c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0131: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b5: 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_00c1: 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_00d8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00db: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fe: Unknown result type (might be due to invalid IL or missing references)
			//IL_011d: Unknown result type (might be due to invalid IL or missing references)
			//IL_011f: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).FixedUpdate();
			RecalculateRollSpeed();
			if (Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams) && (!Object.op_Implicit((Object)(object)scopeController) || !scopeController.IsScoped))
			{
				((EntityState)this).cameraTargetParams.fovOverride = Mathf.Lerp(dodgeFOV, 60f, ((EntityState)this).fixedAge / duration);
			}
			Vector3 val = ((EntityState)this).transform.position - previousPosition;
			Vector3 normalized = ((Vector3)(ref val)).normalized;
			if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && Object.op_Implicit((Object)(object)((EntityState)this).characterDirection) && normalized != Vector3.zero)
			{
				Vector3 val2 = normalized * rollSpeed;
				float y = val2.y;
				val2.y = 0f;
				float num = Mathf.Max(Vector3.Dot(val2, forwardDirection), 0f);
				val2 = forwardDirection * num;
				val2.y += Mathf.Max(y, 0f);
				((EntityState)this).characterMotor.velocity = val2;
			}
			previousPosition = ((EntityState)this).transform.position;
			if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override void Update()
		{
			//IL_0027: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).Update();
			if (((EntityState)this).fixedAge < 0.75f * duration)
			{
				((EntityState)this).characterDirection.forward = forwardDirection;
			}
		}

		public override void OnExit()
		{
			if (Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams) && (!Object.op_Implicit((Object)(object)scopeController) || !scopeController.IsScoped))
			{
				((EntityState)this).cameraTargetParams.fovOverride = -1f;
			}
			((EntityState)this).OnExit();
		}

		public override void OnSerialize(NetworkWriter writer)
		{
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).OnSerialize(writer);
			writer.Write(forwardDirection);
		}

		public override void OnDeserialize(NetworkReader reader)
		{
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0010: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).OnDeserialize(reader);
			forwardDirection = reader.ReadVector3();
		}

		private void TriggerReload()
		{
			ReloadController component = ((Component)((EntityState)this).characterBody).GetComponent<ReloadController>();
			if (Object.op_Implicit((Object)(object)component))
			{
				component.AutoReload();
			}
		}
	}
	internal class AIReload : BaseState
	{
		public static float delay = 0.4f;

		private bool triggeredReload = false;

		public static float boltDuration = 0.5f;

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (!(((EntityState)this).fixedAge > delay))
			{
				return;
			}
			if (!triggeredReload)
			{
				triggeredReload = true;
				ReloadController component = ((EntityState)this).GetComponent<ReloadController>();
				if (Object.op_Implicit((Object)(object)component))
				{
					if (((EntityState)this).isAuthority)
					{
						component.SetReloadQuality(ReloadController.ReloadQuality.Perfect);
					}
					((EntityState)this).PlayAnimation("Reload, Override", "Reload", "Reload.playbackRate", 0.5f);
				}
			}
			else if (((EntityState)this).isAuthority && ((EntityState)this).fixedAge > delay + boltDuration)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
			if (Object.op_Implicit((Object)(object)((EntityState)this).skillLocator) && Object.op_Implicit((Object)(object)((EntityState)this).skillLocator.primary))
			{
				((EntityState)this).skillLocator.primary.stock = ((EntityState)this).skillLocator.primary.maxStock;
			}
		}

		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 abstract class BaseReloadState : BaseState
	{
		private float duration;

		private ReloadController reloadComponent;

		private ScopeController scopeComponent;

		protected float internalBaseDuration;

		public override void OnEnter()
		{
			((BaseState)this).OnEnter();
			SetStats();
			duration = internalBaseDuration;
			scopeComponent = ((EntityState)this).GetComponent<ScopeController>();
			reloadComponent = ((EntityState)this).GetComponent<ReloadController>();
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.pauseCharge = true;
				scopeComponent.charge = 0f;
			}
			if (Object.op_Implicit((Object)(object)reloadComponent))
			{
				reloadComponent.Reload(duration);
			}
			((EntityState)this).PlayAnimation("Reload, Override", "Reload", "Reload.playbackRate", 0.5f);
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).isAuthority && ((EntityState)this).fixedAge > duration && reloadComponent.finishedReload)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public void AutoReload()
		{
			reloadComponent.SetReloadQuality(ReloadController.ReloadQuality.Perfect, playLoadSound: false);
			((EntityState)this).OnExit();
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.ResetCharge();
				scopeComponent.pauseCharge = false;
			}
		}

		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 abstract void SetStats();
	}
	public abstract class BaseSnipeState : BaseState
	{
		public float reloadDamageMult = 1f;

		public float charge = 0f;

		private ScopeController scopeComponent;

		private ReloadController reloadComponent;

		private float duration;

		private GenericSkill primarySkillSlot;

		private bool startedReload = false;

		private bool isAI = false;

		private bool isCharged = false;

		protected float internalDamage;

		protected float internalRadius;

		protected float internalForce;

		protected float internalBaseDuration;

		protected string internalAttackSoundString;

		protected string internalChargedAttackSoundString;

		protected float internalRecoilAmplitude;

		protected float inernalBaseChargeDuration;

		protected SkillDef internalReloadDef;

		protected float internalReloadBarLength;

		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 headshotEffectPrefab;

		public override void OnEnter()
		{
			//IL_014f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0154: Unknown result type (might be due to invalid IL or missing references)
			//IL_0156: Unknown result type (might be due to invalid IL or missing references)
			//IL_01b5: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			isAI = !((EntityState)this).characterBody.isPlayerControlled;
			SetStats();
			primarySkillSlot = (Object.op_Implicit((Object)(object)((EntityState)this).skillLocator) ? ((EntityState)this).skillLocator.primary : null);
			duration = internalBaseDuration;
			scopeComponent = ((EntityState)this).GetComponent<ScopeController>();
			bool flag = false;
			float chargeMult = 1f;
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				charge = scopeComponent.ShotFired();
				chargeMult = scopeComponent.GetChargeMult(charge);
				scopeComponent.pauseCharge = true;
				flag = scopeComponent.IsScoped;
			}
			reloadComponent = ((EntityState)this).GetComponent<ReloadController>();
			reloadDamageMult = reloadComponent.GetDamageMult();
			reloadComponent.hideLoadIndicator = true;
			reloadComponent.brReload = false;
			isCharged = (((EntityState)this).isAuthority && charge > 0.5f) || (!((EntityState)this).isAuthority && scopeComponent.chargeShotReady);
			Util.PlaySound(internalAttackSoundString, ((EntityState)this).gameObject);
			if (isCharged)
			{
				Util.PlaySound(internalChargedAttackSoundString, ((EntityState)this).gameObject);
			}
			Ray aimRay = ((BaseState)this).GetAimRay();
			((BaseState)this).StartAimMode(aimRay, 4f, false);
			string text = "FireGun";
			bool crit = ((BaseState)this).RollCrit();
			if (isCharged)
			{
				text = "FireGunStrong";
			}
			((EntityState)this).PlayAnimation("Gesture, Override", text);
			EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, "Muzzle", false);
			if (((EntityState)this).isAuthority)
			{
				FireBullet(aimRay, chargeMult, crit);
				((EntityState)this).characterBody.AddSpreadBloom(0.6f);
			}
			float num = internalRecoilAmplitude * (flag ? 1f : 1f);
			((BaseState)this).AddRecoil(-1f * num, -2f * internalRecoilAmplitude, -0.5f * num, 0.5f * num);
			reloadComponent.ResetReloadQuality();
		}

		public virtual void FireBullet(Ray aimRay, float chargeMult, bool crit)
		{
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0012: 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)
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			//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_0037: Unknown result type (might be due to invalid IL or missing references)
			//IL_003a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0045: Unknown result type (might be due to invalid IL or missing references)
			//IL_0050: Unknown result type (might be due to invalid IL or missing references)
			//IL_005b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_006d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0089: Unknown result type (might be due to invalid IL or missing references)
			//IL_0095: Unknown result type (might be due to invalid IL or missing references)
			//IL_0097: Unknown result type (might be due to invalid IL or missing references)
			//IL_009c: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cb: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ec: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ee: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fc: Unknown result type (might be due to invalid IL or missing references)
			//IL_0101: Unknown result type (might be due to invalid IL or missing references)
			//IL_0107: Expected O, but got Unknown
			//IL_0118: Unknown result type (might be due to invalid IL or missing references)
			//IL_0137: Unknown result type (might be due to invalid IL or missing references)
			//IL_0141: Expected O, but got Unknown
			//IL_015d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0164: Unknown result type (might be due to invalid IL or missing references)
			//IL_0165: Unknown result type (might be due to invalid IL or missing references)
			float num = Mathf.Min(chargeMult, ScopeController.baseMaxChargeMult);
			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 = 0f,
				bulletCount = 1u,
				procCoefficient = 1f,
				damage = reloadDamageMult * internalDamage * base.damageStat * chargeMult,
				force = internalForce,
				falloffModel = (FalloffModel)0,
				tracerEffectPrefab = Assets.snipeTracer,
				muzzleName = "Muzzle",
				hitEffectPrefab = hitEffectPrefab,
				isCrit = crit,
				HitEffectNormal = true,
				radius = internalRadius * num,
				smartCollision = true,
				maxDistance = 2000f,
				damageType = (DamageType)0
			};
			LayerIndex world = LayerIndex.world;
			val.stopperMask = ((LayerIndex)(ref world)).mask;
			BulletAttack val2 = val;
			if (chargeMult >= ScopeController.baseMaxChargeMult)
			{
				DamageAPI.AddModdedDamageType(val2, SniperContent.FullCharge);
				if (global::SniperClassic.SniperClassic.enableWeakPoints)
				{
					val2.modifyOutgoingDamageCallback = (ModifyOutgoingDamageCallback)delegate(BulletAttack _bulletAttack, ref BulletHit hitInfo, DamageInfo damageInfo)
					{
						//IL_0021: Unknown result type (might be due to invalid IL or missing references)
						//IL_0026: Unknown result type (might be due to invalid IL or missing references)
						//IL_002b: Unknown result type (might be due to invalid IL or missing references)
						//IL_002d: Unknown result type (might be due to invalid IL or missing references)
						//IL_0038: Unknown result type (might be due to invalid IL or missing references)
						//IL_003a: Unknown result type (might be due to invalid IL or missing references)
						//IL_003f: Unknown result type (might be due to invalid IL or missing references)
						//IL_0044: Unknown result type (might be due to invalid IL or missing references)
						//IL_0049: Unknown result type (might be due to invalid IL or missing references)
						//IL_004f: Expected O, but got Unknown
						if (BulletAttack.IsSniperTargetHit(ref hitInfo))
						{
							damageInfo.damage *= ScopeController.weakpointMultiplier;
							damageInfo.damageColorIndex = (DamageColorIndex)12;
							EffectData val3 = new EffectData
							{
								origin = hitInfo.point,
								rotation = Quaternion.LookRotation(-hitInfo.direction)
							};
							val3.SetHurtBoxReference(hitInfo.hitHurtBox);
							EffectManager.SpawnEffect(headshotEffectPrefab, val3, true);
							Util.PlaySound("Play_SniperClassic_headshot", ((EntityState)this).gameObject);
						}
					};
				}
				if (!global::SniperClassic.SniperClassic.arenaActive || !global::SniperClassic.SniperClassic.arenaNerf)
				{
					val2.damageType = (DamageType)(val2.damageType | 0x20);
				}
			}
			val2.Fire();
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).fixedAge > duration && ((EntityState)this).isAuthority && !startedReload)
			{
				startedReload = true;
				if (!isAI && Object.op_Implicit((Object)(object)((EntityState)this).skillLocator) && Object.op_Implicit((Object)(object)primarySkillSlot))
				{
					reloadComponent.EnableReloadBar(internalReloadBarLength);
					primarySkillSlot.SetSkillOverride((object)this, internalReloadDef, (SkillOverridePriority)4);
				}
				else
				{
					((EntityState)this).outer.SetNextState((EntityState)(object)new AIReload());
				}
			}
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
			if (Object.op_Implicit((Object)(object)primarySkillSlot) && !isAI)
			{
				primarySkillSlot.UnsetSkillOverride((object)this, internalReloadDef, (SkillOverridePriority)4);
			}
			if (Object.op_Implicit((Object)(object)reloadComponent))
			{
				reloadComponent.hideLoadIndicator = false;
			}
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.pauseCharge = false;
			}
		}

		public void AutoReload()
		{
			startedReload = true;
			if (Object.op_Implicit((Object)(object)reloadComponent))
			{
				reloadComponent.SetReloadQuality(ReloadController.ReloadQuality.Perfect, playLoadSound: false);
			}
			((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 abstract void SetStats();
	}
	internal class HeavySnipe : BaseSnipeState
	{
		public static GameObject projectilePrefab;

		public static GameObject headshotProjectilePrefab;

		public static float damageCoefficient = 5.4f;

		public static float radius = 0.4f;

		public static float force = 2500f;

		public static float baseDuration = 0.4f;

		public static float baseChargeDuration = 3f;

		public static float reloadBarLength = 1f;

		public static SkillDef reloadDef;

		public static string attackSoundString = "Play_SniperClassic_m1_heavy";

		public static string chargedAttackSoundString = "Play_SniperClassic_m2_shoot";

		public static float recoilAmplitude = 2.5f;

		public override void SetStats()
		{
			internalDamage = damageCoefficient;
			internalRadius = radius;
			internalForce = force;
			internalBaseDuration = baseDuration;
			internalAttackSoundString = attackSoundString;
			internalChargedAttackSoundString = chargedAttackSoundString;
			internalRecoilAmplitude = recoilAmplitude;
			internalReloadDef = reloadDef;
			internalReloadBarLength = reloadBarLength;
		}

		public override void FireBullet(Ray aimRay, float chargeMult, bool crit)
		{
			//IL_000f: Unknown result type (might be due to invalid IL or missing references)
			//IL_002f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0034: Unknown result type (might be due to invalid IL or missing references)
			//IL_003d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0042: Unknown result type (might be due to invalid IL or missing references)
			//IL_0047: Unknown result type (might be due to invalid IL or missing references)
			//IL_008c: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ef: Unknown result type (might be due to invalid IL or missing references)
			bool flag = chargeMult >= ScopeController.baseMaxChargeMult;
			FireProjectileInfo val = default(FireProjectileInfo);
			val.projectilePrefab = (flag ? headshotProjectilePrefab : projectilePrefab);
			val.position = ((Ray)(ref aimRay)).origin;
			val.rotation = Util.QuaternionSafeLookRotation(((Ray)(ref aimRay)).direction);
			val.owner = ((EntityState)this).gameObject;
			val.damage = ((BaseState)this).damageStat * damageCoefficient * chargeMult * reloadDamageMult;
			val.force = force;
			val.crit = crit;
			val.damageColorIndex = (DamageColorIndex)0;
			val.target = null;
			((FireProjectileInfo)(ref val)).speedOverride = -1f;
			((FireProjectileInfo)(ref val)).fuseOverride = -1f;
			val.damageTypeOverride = null;
			FireProjectileInfo val2 = val;
			if ((!global::SniperClassic.SniperClassic.arenaActive || !global::SniperClassic.SniperClassic.arenaNerf) && flag)
			{
				val2.damageTypeOverride = (DamageType)32;
			}
			ProjectileManager.instance.FireProjectile(val2);
		}
	}
	internal class ReloadHeavySnipe : BaseReloadState
	{
		public static float baseDuration = 0.5f;

		public override void SetStats()
		{
			internalBaseDuration = baseDuration;
		}
	}
	internal class FireBattleRifle : BaseState
	{
		private ScopeController scopeComponent;

		private ReloadController reloadComponent;

		public float charge = 0f;

		public static GameObject tracerEffectPrefab = FireRifle.tracerEffectPrefab;

		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 headshotEffectPrefab;

		public static SkillDef reloadDef;

		private GenericSkill primarySkillSlot;

		private bool startedReload = false;

		public static float reloadLength = 1.2f;

		public static float damageCoefficient = 3.6f;

		public static float force = 1000f;

		public static float baseMinDuration = 0.33f;

		public static float baseMaxDuration = 0.5f;

		public static float radius = 0.4f;

		public static string attackSoundString = "Play_SniperClassic_m1_br_shoot";

		public static string chargedAttackSoundString = "Play_SniperClassic_m2_br";

		public static float recoilAmplitude = 3f;

		public static float baseChargeDuration = 2f;

		public static NetworkSoundEventDef pingSound;

		private float maxDuration;

		private float minDuration;

		private bool buttonReleased;

		public bool isMash = false;

		private bool lastShot = false;

		private bool isScoped = false;

		private bool isCharged = false;

		private bool isAI = false;

		public override void OnEnter()
		{
			//IL_00db: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e6: Unknown result type (might be due to invalid IL or missing references)
			//IL_01e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01e6: Unknown result type (might be due to invalid IL or missing references)
			//IL_01e8: Unknown result type (might be due to invalid IL or missing references)
			//IL_0265: 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_0276: Unknown result type (might be due to invalid IL or missing references)
			//IL_0282: Unknown result type (might be due to invalid IL or missing references)
			//IL_0285: Unknown result type (might be due to invalid IL or missing references)
			//IL_028a: Unknown result type (might be due to invalid IL or missing references)
			//IL_028f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0292: Unknown result type (might be due to invalid IL or missing references)
			//IL_029d: Unknown result type (might be due to invalid IL or missing references)
			//IL_02a8: Unknown result type (might be due to invalid IL or missing references)
			//IL_02c8: Unknown result type (might be due to invalid IL or missing references)
			//IL_02cf: 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_02ee: Unknown result type (might be due to invalid IL or missing references)
			//IL_02fc: Unknown result type (might be due to invalid IL or missing references)
			//IL_02fe: Unknown result type (might be due to invalid IL or missing references)
			//IL_0303: Unknown result type (might be due to invalid IL or missing references)
			//IL_030e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0316: Unknown result type (might be due to invalid IL or missing references)
			//IL_0321: Unknown result type (might be due to invalid IL or missing references)
			//IL_0329: Unknown result type (might be due to invalid IL or missing references)
			//IL_0330: Unknown result type (might be due to invalid IL or missing references)
			//IL_033e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0345: Unknown result type (might be due to invalid IL or missing references)
			//IL_0351: Unknown result type (might be due to invalid IL or missing references)
			//IL_0352: Unknown result type (might be due to invalid IL or missing references)
			//IL_0357: Unknown result type (might be due to invalid IL or missing references)
			//IL_035b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0360: Unknown result type (might be due to invalid IL or missing references)
			//IL_0365: Unknown result type (might be due to invalid IL or missing references)
			//IL_0367: Unknown result type (might be due to invalid IL or missing references)
			//IL_036e: Expected O, but got Unknown
			//IL_0382: Unknown result type (might be due to invalid IL or missing references)
			//IL_03a2: Unknown result type (might be due to invalid IL or missing references)
			//IL_03ac: Expected O, but got Unknown
			//IL_03c9: Unknown result type (might be due to invalid IL or missing references)
			//IL_03d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_03d1: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			primarySkillSlot = (Object.op_Implicit((Object)(object)((EntityState)this).skillLocator) ? ((EntityState)this).skillLocator.primary : null);
			scopeComponent = ((EntityState)this).GetComponent<ScopeController>();
			reloadComponent = ((EntityState)this).GetComponent<ReloadController>();
			if (Object.op_Implicit((Object)(object)reloadComponent))
			{
				reloadComponent.hideLoadIndicator = true;
			}
			maxDuration = baseMaxDuration / base.attackSpeedStat;
			minDuration = baseMinDuration / base.attackSpeedStat;
			if (((EntityState)this).characterBody.skillLocator.primary.stock > 0)
			{
				((EntityState)this).characterBody.skillLocator.primary.rechargeStopwatch = 0f;
			}
			else
			{
				lastShot = true;
				if (((EntityState)this).isAuthority)
				{
					EffectManager.SimpleSoundEffect(pingSound.index, ((EntityState)this).transform.position, true);
				}
			}
			float num = 1f;
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				charge = scopeComponent.ShotFired();
				num = scopeComponent.GetChargeMult(charge);
				isScoped = scopeComponent.IsScoped;
				scopeComponent.pauseCharge = true;
			}
			float num2 = recoilAmplitude * (isScoped ? 0.1f : 1f);
			((BaseState)this).AddRecoil(-1f * num2, -2f * num2, -0.5f * num2, 0.5f * num2);
			isCharged = (((EntityState)this).isAuthority && charge > 0.2f) || (!((EntityState)this).isAuthority && scopeComponent.chargeShotReady);
			Util.PlaySound(isCharged ? chargedAttackSoundString : attackSoundString, ((EntityState)this).gameObject);
			Ray aimRay = ((BaseState)this).GetAimRay();
			((BaseState)this).StartAimMode(aimRay, 4f, false);
			string text = "FireGunMark";
			bool isCrit = ((BaseState)this).RollCrit();
			if (isCharged)
			{
				text = "FireGunStrong";
			}
			((EntityState)this).PlayAnimation("Gesture, Override", text, "FireGun.playbackRate", maxDuration);
			string text2 = "Muzzle";
			EffectManager.SimpleMuzzleFlash(effectPrefab, ((EntityState)this).gameObject, text2, false);
			if (((EntityState)this).isAuthority)
			{
				float num3 = Mathf.Min(num, ScopeController.baseMaxChargeMult);
				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 = (isScoped ? 0f : ((EntityState)this).characterBody.spreadBloomAngle),
					bulletCount = 1u,
					procCoefficient = 1f,
					damage = damageCoefficient * base.damageStat * num,
					force = force * num3,
					falloffModel = (FalloffModel)0,
					tracerEffectPrefab = Assets.markTracer,
					muzzleName = text2,
					hitEffectPrefab = hitEffectPrefab,
					isCrit = isCrit,
					HitEffectNormal = true,
					radius = radius * num3,
					smartCollision = true,
					maxDistance = 2000f
				};
				LayerIndex world = LayerIndex.world;
				val.stopperMask = ((LayerIndex)(ref world)).mask;
				val.damageType = (DamageType)0;
				BulletAttack val2 = val;
				if (num >= ScopeController.baseMaxChargeMult)
				{
					DamageAPI.AddModdedDamageType(val2, SniperContent.FullCharge);
					if (global::SniperClassic.SniperClassic.enableWeakPoints)
					{
						val2.modifyOutgoingDamageCallback = (ModifyOutgoingDamageCallback)delegate(BulletAttack _bulletAttack, ref BulletHit hitInfo, DamageInfo damageInfo)
						{
							//IL_0021: Unknown result type (might be due to invalid IL or missing references)
							//IL_0026: Unknown result type (might be due to invalid IL or missing references)
							//IL_002b: Unknown result type (might be due to invalid IL or missing references)
							//IL_002d: Unknown result type (might be due to invalid IL or missing references)
							//IL_0038: Unknown result type (might be due to invalid IL or missing references)
							//IL_003a: Unknown result type (might be due to invalid IL or missing references)
							//IL_003f: Unknown result type (might be due to invalid IL or missing references)
							//IL_0044: Unknown result type (might be due to invalid IL or missing references)
							//IL_0049: Unknown result type (might be due to invalid IL or missing references)
							//IL_004f: Expected O, but got Unknown
							if (BulletAttack.IsSniperTargetHit(ref hitInfo))
							{
								damageInfo.damage *= ScopeController.weakpointMultiplier;
								damageInfo.damageColorIndex = (DamageColorIndex)12;
								EffectData val3 = new EffectData
								{
									origin = hitInfo.point,
									rotation = Quaternion.LookRotation(-hitInfo.direction)
								};
								val3.SetHurtBoxReference(hitInfo.hitHurtBox);
								EffectManager.SpawnEffect(headshotEffectPrefab, val3, true);
								Util.PlaySound("Play_SniperClassic_headshot", ((EntityState)this).gameObject);
							}
						};
					}
					if (!global::SniperClassic.SniperClassic.arenaActive || !global::SniperClassic.SniperClassic.arenaNerf)
					{
						val2.damageType = (DamageType)(val2.damageType | 0x20);
					}
				}
				val2.Fire();
				((EntityState)this).characterBody.AddSpreadBloom(0.6f);
			}
			isAI = !((EntityState)this).characterBody.isPlayerControlled;
		}

		public override void OnExit()
		{
			if (lastShot && !isAI)
			{
				primarySkillSlot.UnsetSkillOverride((object)this, reloadDef, (SkillOverridePriority)4);
			}
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.pauseCharge = false;
			}
			if (!buttonReleased && Object.op_Implicit((Object)(object)((EntityState)this).characterBody))
			{
				((EntityState)this).characterBody.SetSpreadBloom(0f, false);
			}
			((EntityState)this).OnExit();
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			buttonReleased |= !((EntityState)this).inputBank.skill1.down;
			if (!(((EntityState)this).fixedAge >= maxDuration) || !((EntityState)this).isAuthority)
			{
				return;
			}
			if (!lastShot)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
			else
			{
				if (startedReload)
				{
					return;
				}
				startedReload = true;
				if (!isAI)
				{
					if (Object.op_Implicit((Object)(object)((EntityState)this).skillLocator) && Object.op_Implicit((Object)(object)primarySkillSlot))
					{
						reloadComponent.EnableReloadBar(reloadLength, brReload: true, ReloadBR.baseDuration);
						primarySkillSlot.SetSkillOverride((object)this, reloadDef, (SkillOverridePriority)4);
					}
					else if (reloadComponent.finishedReload)
					{
						((EntityState)this).outer.SetNextStateToMain();
					}
				}
				else
				{
					((EntityState)this).outer.SetNextState((EntityState)(object)new AIReload());
				}
			}
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_002f: Unknown result type (might be due to invalid IL or missing references)
			//IL_002b: 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)
			if (!lastShot && buttonReleased && ((EntityState)this).fixedAge >= minDuration)
			{
				return (InterruptPriority)0;
			}
			return (InterruptPriority)1;
		}

		public void AutoReload()
		{
			((EntityState)this).outer.SetNextStateToMain();
		}
	}
	internal class ReloadBR : BaseState
	{
		public bool buttonReleased = false;

		private float duration;

		public ScopeController scopeComponent;

		public ReloadController reloadComponent;

		public static float baseDuration = 0.6f;

		public static bool scaleReloadSpeed = false;

		public override void OnEnter()
		{
			((BaseState)this).OnEnter();
			duration = (scaleReloadSpeed ? (baseDuration / base.attackSpeedStat) : baseDuration);
			scopeComponent = ((EntityState)this).GetComponent<ScopeController>();
			reloadComponent = ((EntityState)this).GetComponent<ReloadController>();
			((EntityState)this).PlayAnimation("Reload, Override", "ReloadMark", "Reload.playbackRate", 0.9f);
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.pauseCharge = true;
				scopeComponent.charge = 0f;
			}
			if (Object.op_Implicit((Object)(object)reloadComponent))
			{
				reloadComponent.ReloadBR(duration);
			}
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).isAuthority && ((EntityState)this).fixedAge > duration && reloadComponent.finishedReload)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override void OnExit()
		{
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.ResetCharge();
				scopeComponent.pauseCharge = false;
			}
			if (Object.op_Implicit((Object)(object)((EntityState)this).skillLocator))
			{
				((EntityState)this).skillLocator.primary.stock = ((EntityState)this).skillLocator.primary.maxStock;
			}
			((EntityState)this).OnExit();
		}

		public void AutoReload()
		{
			((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;
		}
	}
	internal class ReloadSnipe : BaseReloadState
	{
		public static float baseDuration = 0.5f;

		public override void SetStats()
		{
			internalBaseDuration = baseDuration;
		}
	}
	internal class Snipe : BaseSnipeState
	{
		public static float damageCoefficient = 4.3f;

		public static float radius = 0.4f;

		public static float force = 2000f;

		public static float baseDuration = 0.4f;

		public static float baseChargeDuration = 3f;

		public static float reloadBarLength = 0.6f;

		public static float reloadBarLengthSlow = 1f;

		public static SkillDef reloadDef;

		public static string attackSoundString = "Play_SniperClassic_m1_shoot";

		public static string chargedAttackSoundString = "Play_SniperClassic_m2_shoot";

		public static float recoilAmplitude = 2.5f;

		public static ConfigEntry<bool> useSlowReload;

		public override void SetStats()
		{
			internalDamage = damageCoefficient;
			internalRadius = radius;
			internalForce = force;
			internalBaseDuration = baseDuration;
			internalAttackSoundString = attackSoundString;
			internalChargedAttackSoundString = chargedAttackSoundString;
			internalRecoilAmplitude = recoilAmplitude;
			internalReloadDef = reloadDef;
			internalReloadBarLength = (useSlowReload.Value ? reloadBarLengthSlow : reloadBarLength);
		}
	}
	public class SecondaryScope : BaseState
	{
		private CameraParamsOverrideHandle camOverrideHandle;

		private CharacterCameraParamsData shoulderCameraParams = new CharacterCameraParamsData
		{
			isFirstPerson = BlendableBool.op_Implicit(false),
			maxPitch = BlendableFloat.op_Implicit(70f),
			minPitch = BlendableFloat.op_Implicit(-70f),
			pivotVerticalOffset = BlendableFloat.op_Implicit(-0f),
			idealLocalCameraPos = BlendableVector3.op_Implicit(new Vector3(1.8f, -0.2f, -6f)),
			wallCushion = BlendableFloat.op_Implicit(0.1f)
		};

		private CharacterCameraParamsData scopeCameraParams = new CharacterCameraParamsData
		{
			isFirstPerson = BlendableBool.op_Implicit(true),
			maxPitch = BlendableFloat.op_Implicit(70f),
			minPitch = BlendableFloat.op_Implicit(-70f),
			pivotVerticalOffset = BlendableFloat.op_Implicit(0f),
			idealLocalCameraPos = BlendableVector3.op_Implicit(new Vector3(0f, 0f, 0f)),
			wallCushion = BlendableFloat.op_Implicit(0.1f)
		};

		public static ConfigEntry<KeyboardShortcut> cameraToggleKey;

		public static float maxFOV = 50f;

		public static float minFOV = 5f;

		public static ConfigEntry<float> zoomFOV;

		public static GameObject scopeCrosshairPrefab;

		public static GameObject noscopeCrosshairPrefab;

		public static GameObject scopeWeakpointCrosshairPrefab;

		public static GameObject noscopeWeakpointCrosshairPrefab;

		public static bool resetZoom = true;

		public static ConfigEntry<bool> toggleScope;

		public static ConfigEntry<bool> enableScroll;

		public static ConfigEntry<float> scrollSpeedMult;

		private float currentFOV = 40f;

		private GameObject laserPointerObject;

		public ScopeController scopeComponent;

		private bool buttonReleased = false;

		private float chargeDuration;

		private Vector3 cameraOffset;

		private Vector3 initialCameraPosition;

		private bool heavySlow = false;

		private bool cameraToggleWasPressed = false;

		private bool beginExit = false;

		private OverrideRequest crosshairOverrideRequest;

		private CameraParamsOverrideHandle cameraParamsOverrideHandle;

		private GameObject currentCrosshairPrefab;

		private bool fovChanged = false;

		public override void OnEnter()
		{
			//IL_024c: 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_0259: Unknown result type (might be due to invalid IL or missing references)
			//IL_0266: Unknown result type (might be due to invalid IL or missing references)
			//IL_0277: Unknown result type (might be due to invalid IL or missing references)
			//IL_0279: 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_028d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0299: Unknown result type (might be due to invalid IL or missing references)
			//IL_02a0: Unknown result type (might be due to invalid IL or missing references)
			//IL_02a5: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			chargeDuration = 1.5f;
			if ((!Object.op_Implicit((Object)(object)((EntityState)this).characterBody) || !Object.op_Implicit((Object)(object)((EntityState)this).characterBody.master) || ((EntityState)this).characterBody.master.inventory.GetItemCount(Items.LunarPrimaryReplacement) <= 0) && Object.op_Implicit((Object)(object)((EntityState)this).skillLocator))
			{
				switch (((EntityState)this).skillLocator.primary.baseSkill.skillName)
				{
				case "Snipe":
					chargeDuration = Snipe.baseChargeDuration;
					break;
				case "HeavySnipe":
					chargeDuration = HeavySnipe.baseChargeDuration;
					break;
				case "FireBR":
					chargeDuration = FireBattleRifle.baseChargeDuration;
					break;
				}
			}
			((EntityState)this).GetModelAnimator().SetBool("scoped", true);
			currentFOV = zoomFOV.Value;
			scopeComponent = ((EntityState)this).gameObject.GetComponent<ScopeController>();
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.EnterScope();
				currentFOV = scopeComponent.storedFOV;
			}
			if (NetworkServer.active && Object.op_Implicit((Object)(object)((EntityState)this).characterBody))
			{
				((EntityState)this).characterBody.AddBuff(Buffs.Slow50);
			}
			if (Object.op_Implicit((Object)(object)((EntityState)this).characterBody) && Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams))
			{
				GameObject val = null;
				bool flag = false;
				if (!(currentFOV >= maxFOV))
				{
					val = ((!global::SniperClassic.SniperClassic.enableWeakPoints || !Object.op_Implicit((Object)(object)scopeComponent) || !scopeComponent.FullCharged()) ? scopeCrosshairPrefab : scopeWeakpointCrosshairPrefab);
				}
				else
				{
					val = ((!global::SniperClassic.SniperClassic.enableWeakPoints || !Object.op_Implicit((Object)(object)scopeComponent) || !scopeComponent.FullCharged()) ? noscopeCrosshairPrefab : noscopeWeakpointCrosshairPrefab);
					flag = true;
				}
				crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(((EntityState)this).characterBody, val, (OverridePriority)1);
				currentCrosshairPrefab = val;
				CameraParamsOverrideRequest val2 = default(CameraParamsOverrideRequest);
				val2.cameraParamsData = (flag ? shoulderCameraParams : scopeCameraParams);
				val2.priority = 1f;
				CameraParamsOverrideRequest val3 = val2;
				val3.cameraParamsData.fov = BlendableFloat.op_Implicit(currentFOV);
				camOverrideHandle = ((EntityState)this).cameraTargetParams.AddParamsOverride(val3, 0.2f);
			}
			laserPointerObject = Object.Instantiate<GameObject>(LegacyResourcesAPI.Load<GameObject>("Prefabs/LaserPointerBeamEnd"));
			laserPointerObject.GetComponent<LaserPointerController>().source = ((EntityState)this).inputBank;
		}

		public override void OnExit()
		{
			//IL_0066: Unknown result type (might be due to invalid IL or missing references)
			//IL_0070: Unknown result type (might be due to invalid IL or missing references)
			EntityState.Destroy((Object)(object)laserPointerObject);
			if (NetworkServer.active && Object.op_Implicit((Object)(object)((EntityState)this).characterBody) && ((EntityState)this).characterBody.HasBuff(Buffs.Slow50))
			{
				((EntityState)this).characterBody.RemoveBuff(Buffs.Slow50);
			}
			if (Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams))
			{
				((EntityState)this).cameraTargetParams.RemoveParamsOverride(camOverrideHandle, 0.2f);
			}
			OverrideRequest val = crosshairOverrideRequest;
			if (val != null)
			{
				val.Dispose();
			}
			((EntityState)this).GetModelAnimator().SetBool("scoped", false);
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.SetStoredFoV(currentFOV);
				scopeComponent.ExitScope();
				if (heavySlow)
				{
					scopeComponent.ResetCharge();
				}
			}
			if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && ((EntityState)this).characterMotor.isGrounded)
			{
				((EntityState)this).characterMotor.jumpCount = 0;
			}
			((EntityState)this).OnExit();
		}

		public override void Update()
		{
			//IL_0078: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).Update();
			float num = currentFOV;
			bool keyPressed = Util.GetKeyPressed(cameraToggleKey);
			if (!cameraToggleWasPressed && keyPressed)
			{
				if (currentFOV >= maxFOV)
				{
					currentFOV = zoomFOV.Value;
				}
				else
				{
					currentFOV = maxFOV;
				}
			}
			cameraToggleWasPressed = keyPressed;
			if (enableScroll.Value)
			{
				float num2 = Input.mouseScrollDelta.y * scrollSpeedMult.Value;
				if (num2 != 0f)
				{
					currentFOV = Mathf.Clamp(currentFOV - num2, minFOV, maxFOV);
				}
			}
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.SetStoredFoV(currentFOV);
			}
			if (num != currentFOV)
			{
				fovChanged = true;
			}
			UpdateCrosshairAndCamera();
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			((BaseState)this).StartAimMode(2f, false);
			if (heavySlow && Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && Object.op_Implicit((Object)(object)((EntityState)this).characterBody))
			{
				((EntityState)this).characterMotor.jumpCount = ((EntityState)this).characterBody.maxJumpCount;
			}
			if (!buttonReleased && Object.op_Implicit((Object)(object)((EntityState)this).inputBank) && !((EntityState)this).inputBank.skill2.down)
			{
				buttonReleased = true;
			}
			if (((EntityState)this).isAuthority)
			{
				bool flag = false;
				if (Object.op_Implicit((Object)(object)((EntityState)this).inputBank))
				{
					flag = !((EntityState)this).inputBank.skill2.down && (!toggleScope.Value || beginExit);
					if (((EntityState)this).inputBank.skill2.down && toggleScope.Value && buttonReleased)
					{
						beginExit = true;
					}
				}
				if (!Object.op_Implicit((Object)(object)((EntityState)this).inputBank) || flag)
				{
					((EntityState)this).outer.SetNextStateToMain();
					return;
				}
			}
			((EntityState)this).characterBody.isSprinting = false;
			if (Object.op_Implicit((Object)(object)scopeComponent))
			{
				scopeComponent.SetStoredFoV(currentFOV);
				scopeComponent.AddCharge(Time.fixedDeltaTime * base.attackSpeedStat / chargeDuration);
			}
		}

		private void UpdateCrosshairAndCamera()
		{
			//IL_013b: 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)
			//IL_014d: Unknown result type (might be due to invalid IL or missing references)
			//IL_016c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0164: Unknown result type (might be due to invalid IL or missing references)
			//IL_0171: Unknown result type (might be due to invalid IL or missing references)
			//IL_0182: 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_0193: Unknown result type (might be due to invalid IL or missing references)
			//IL_0198: 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_01ab: 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)
			if (!Object.op_Implicit((Object)(object)((EntityState)this).characterBody) || !Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams))
			{
				return;
			}
			bool flag = false;
			GameObject val = currentCrosshairPrefab;
			if (!(currentFOV >= maxFOV))
			{
				val = ((!global::SniperClassic.SniperClassic.enableWeakPoints || !Object.op_Implicit((Object)(object)scopeComponent) || !scopeComponent.FullCharged()) ? scopeCrosshairPrefab : scopeWeakpointCrosshairPrefab);
			}
			else
			{
				val = ((!global::SniperClassic.SniperClassic.enableWeakPoints || !Object.op_Implicit((Object)(object)scopeComponent) || !scopeComponent.FullCharged()) ? noscopeCrosshairPrefab : noscopeWeakpointCrosshairPrefab);
				flag = true;
			}
			if ((Object)(object)currentCrosshairPrefab != (Object)(object)val)
			{
				OverrideRequest val2 = crosshairOverrideRequest;
				if (val2 != null)
				{
					val2.Dispose();
				}
				crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(((EntityState)this).characterBody, val, (OverridePriority)1);
				currentCrosshairPrefab = val;
			}
			if (fovChanged)
			{
				fovChanged = false;
				if (Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams))
				{
					((EntityState)this).cameraTargetParams.RemoveParamsOverride(camOverrideHandle, 0f);
					CameraParamsOverrideRequest val3 = default(CameraParamsOverrideRequest);
					val3.cameraParamsData = ((Object.op_Implicit((Object)(object)currentCrosshairPrefab) == flag) ? shoulderCameraParams : scopeCameraParams);
					val3.priority = 1f;
					CameraParamsOverrideRequest val4 = val3;
					val4.cameraParamsData.fov = BlendableFloat.op_Implicit(currentFOV);
					camOverrideHandle = ((EntityState)this).cameraTargetParams.AddParamsOverride(val4, 0f);
				}
			}
		}

		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;
		}
	}
}
namespace EntityStates.SniperClassicSkills.Nemesis
{
	public class FireRailgunSingle : BaseState
	{
		public static float force = 1000f;

		public static float damageCoefficient = 2.6f;

		public static float heatCost = 15f;

		public static float bulletRadius = 0.4f;

		public static float baseDuration = 0.4f;

		public static GameObject tracerEffectPrefab;

		public static GameObject hitEffectPrefab;

		private float duration;

		public override void OnEnter()
		{
			//IL_006c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0071: Unknown result type (might be due to invalid IL or missing references)
			//IL_0073: Unknown result type (might be due to invalid IL or missing references)
			//IL_0078: Unknown result type (might be due to invalid IL or missing references)
			//IL_0084: Unknown result type (might be due to invalid IL or missing references)
			//IL_0090: Unknown result type (might be due to invalid IL or missing references)
			//IL_0093: Unknown result type (might be due to invalid IL or missing references)
			//IL_0098: Unknown result type (might be due to invalid IL or missing references)
			//IL_009d: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ab: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c1: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f7: Unknown result type (might be due to invalid IL or missing references)
			//IL_0102: 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_0118: Unknown result type (might be due to invalid IL or missing references)
			//IL_0124: Unknown result type (might be due to invalid IL or missing references)
			//IL_012b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0136: Unknown result type (might be due to invalid IL or missing references)
			//IL_013d: 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_014a: Unknown result type (might be due to invalid IL or missing references)
			//IL_014f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0153: Unknown result type (might be due to invalid IL or missing references)
			//IL_0158: 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_015f: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			duration = baseDuration / base.attackSpeedStat;
			RailgunHeatController component = ((EntityState)this).GetComponent<RailgunHeatController>();
			if (Object.op_Implicit((Object)(object)component) && !component.overheated)
			{
				Util.PlaySound("Play_SniperClassicNemesis_RailgunShoot", ((EntityState)this).gameObject);
				if (((EntityState)this).isAuthority)
				{
					component.AddHeat(heatCost);
					Ray aimRay = ((BaseState)this).GetAimRay();
					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 = 0f,
						bulletCount = 1u,
						procCoefficient = 1f,
						damage = base.damageStat * damageCoefficient,
						force = force,
						falloffModel = (FalloffModel)0,
						tracerEffectPrefab = tracerEffectPrefab,
						muzzleName = "Muzzle",
						hitEffectPrefab = hitEffectPrefab,
						isCrit = ((BaseState)this).RollCrit(),
						HitEffectNormal = true,
						radius = bulletRadius,
						smartCollision = true,
						maxDistance = 2000f
					};
					LayerIndex world = LayerIndex.world;
					val.stopperMask = ((LayerIndex)(ref world)).mask;
					val.damageType = (DamageType)0;
					val.Fire();
				}
			}
			else
			{
				Util.PlaySound("Play_SniperClassicNemesis_RailgunOverheat", ((EntityState)this).gameObject);
			}
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).fixedAge > duration)
			{
				((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 DischargeRailgunSingle : BaseState
	{
		public static float minDamageCoefficient = 2.6f;

		public static float maxDamageCoefficient = 14f;

		public static float minForce = 1000f;

		public static float maxForce = 3000f;

		public static float minBulletRadius = 0.4f;

		public static float maxBulletRadius = 1.2f;

		public static float baseDuration = 0.83f;

		public static GameObject tracerEffectPrefab;

		public static GameObject hitEffectPrefab;

		private float duration;

		public override void OnEnter()
		{
			//IL_0067: Unknown result type (might be due to invalid IL or missing references)
			//IL_006c: Unknown result type (might be due to invalid IL or missing references)
			//IL_006e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0073: Unknown result type (might be due to invalid IL or missing references)
			//IL_007f: Unknown result type (might be due to invalid IL or missing references)
			//IL_008b: Unknown result type (might be due to invalid IL or missing references)
			//IL_008e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0093: Unknown result type (might be due to invalid IL or missing references)
			//IL_0098: Unknown result type (might be due to invalid IL or missing references)
			//IL_009b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a6: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b1: 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_00ce: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fc: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fe: Unknown result type (might be due to invalid IL or missing references)
			//IL_0103: Unknown result type (might be due to invalid IL or missing references)
			//IL_010e: 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_0124: 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_0137: 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_0161: Unknown result type (might be due to invalid IL or missing references)
			//IL_0162: Unknown result type (might be due to invalid IL or missing references)
			//IL_0167: 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_0170: Unknown result type (might be due to invalid IL or missing references)
			//IL_0175: 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)
			((BaseState)this).OnEnter();
			duration = baseDuration;
			RailgunHeatController component = ((EntityState)this).GetComponent<RailgunHeatController>();
			if (Object.op_Implicit((Object)(object)component) && !component.empty)
			{
				Util.PlaySound("Play_SniperClassicNemesis_RailgunDischarge", ((EntityState)this).gameObject);
				if (((EntityState)this).isAuthority)
				{
					float num = component.DischargeRailgunSingle(duration);
					Ray aimRay = ((BaseState)this).GetAimRay();
					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 = 0f,
						bulletCount = 1u,
						procCoefficient = 1f,
						damage = Mathf.Lerp(minDamageCoefficient, maxDamageCoefficient, num),
						force = Mathf.Lerp(minForce, maxForce, num),
						falloffModel = (FalloffModel)0,
						tracerEffectPrefab = tracerEffectPrefab,
						muzzleName = "Muzzle",
						hitEffectPrefab = hitEffectPrefab,
						isCrit = ((BaseState)this).RollCrit(),
						HitEffectNormal = true,
						radius = Mathf.Lerp(minBulletRadius, maxBulletRadius, num),
						smartCollision = true,
						maxDistance = 2000f
					};
					LayerIndex world = LayerIndex.world;
					val.stopperMask = ((LayerIndex)(ref world)).mask;
					val.damageType = (DamageType)0;
					val.Fire();
				}
			}
			else
			{
				Util.PlaySound("Play_SniperClassicNemesis_RailgunOverheat", ((EntityState)this).gameObject);
			}
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).fixedAge > duration)
			{
				((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;
		}
	}
}
namespace SniperClassic
{
	public class FuckingDisconnectedSniper : MonoBehaviour
	{
		[SerializeField]
		private Transform fuckingSniper;

		[SerializeField]
		private Animator fuckingAnimator;

		[SerializeField]
		private bool pos;

		[SerializeField]
		private bool rot;

		private void LateUpdate()
		{
			//IL_0053: Unknown result type (might be due to invalid IL or missing references)
			//IL_0074: Unknown result type (might be due to invalid IL or missing references)
			if (Object.op_Implicit((Object)(object)fuckingSniper) && Object.op_Implicit((Object)(object)fuckingAnimator) && fuckingAnimator.GetFloat("aiming") < 0.5f)
			{
				if (pos)
				{
					fuckingSniper.position = ((Component)this).transform.position;
				}
				if (rot)
				{
					fuckingSniper.rotation = ((Component)this).transform.rotation;
				}
			}
		}
	}
	public class whythefuckarethetoesnotconnectedtothefoot : MonoBehaviour
	{
		[SerializeField]
		private Transform foot;

		private void OnDisable()
		{
			((Component)this).transform.parent = foot;
		}
	}
	public class RailgunHeatIndicatorController : MonoBehaviour
	{
		private HudElement hudElement;

		public Image image;

		private RailgunHeatController heatController;

		public static Color chargeColor = new Color(1f, 1f, 94f, 62f / 85f);

		public static Color overheatColor = new Color(0.8980392f, 42f / 85f, 12f / 85f, 62f / 85f);

		public void Awake()
		{
			hudElement = ((Component)this).GetComponent<HudElement>();
			image = ((Component)this).GetComponent<Image>();
			heatController = ((Component)hudElement.targetCharacterBody).gameObject.GetComponent<RailgunHeatController>();
		}

		public void FixedUpdate()
		{
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0024: Unknown result type (might be due to invalid IL or missing references)
			if (Object.op_Implicit((Object)(object)heatController))
			{
				((Graphic)image).color = (heatController.overheated ? overheatColor : chargeColor);
				image.fillAmount = heatController.gunHeatPercent;
			}
		}
	}
	public class ReloadController : NetworkBehaviour
	{
		public enum ReloadQuality
		{
			Bad,
			Good,
			Perfect
		}

		public static Texture2D indicatorMarkStock;

		public static Texture2D indicatorGood;

		public static Texture2D indicatorPerfect;

		private Rect rectMarkStock = default(Rect);

		public static Texture2D reloadBar2Border;

		public static Texture2D reloadBar2BorderFinish;

		public static Texture2D reloadBar2;

		public static Texture2D reloadBar2Fail;

		public static Texture2D reloadBar2Good;

		public static Texture2D reloadBar2Perfect;

		private Rect rectBar2 = default(Rect);

		private float bar2LeftBound = 0f;

		private static float bar2PixelLength;

		private static float bar2VerticalOffset;

		public static Texture2D reloadSlider2;

		public static Texture2D reloadSlider2Fail;

		private Rect rectSlider2 = default(Rect);

		public static string boltReloadSoundString;

		public static string failSoundString;

		public static string goodReloadSoundString;

		public static string perfectReloadSoundString;

		public static string casingSoundString;

		public static float reloadBarScale;

		public static float reloadIndicatorScale;

		public bool brReload = false;

		public bool failedReload = false;

		public bool menuActive = false;

		private float reloadProgress = 0f;

		private float barLeftBound;

		private ReloadQuality currentReloadQuality = ReloadQuality.Bad;

		private float brReloadDuration = 0.5f;

		private float reloadLength = 0.6f;

		private bool reloadBarBounces = true;

		private bool reloadMovingBackwards = false;

		private bool reloadReverse = false;

		private float reloadLingerTimer = 0f;

		private bool pauseReload = false;

		private bool standardReload = true;

		private bool triggeredBRReload = false;

		private SkillLocator skillLocator;

		private HealthComponent healthComponent;

		private CharacterBody characterBody;

		public bool hideLoadIndicator = false;

		public bool isReloading = false;

		private Rect rectBar = default(Rect);

		private Rect rectCursor = default(Rect);

		private Rect rectIndicator = default(Rect);

		internal const float basePerfectBeginPercent = 0.25f;

		internal const float basePerfectEndPercent = 0.42499998f;

		internal const float baseGoodBeginPercent = 0.42499998f;

		internal const float baseGoodEndPercent = 19f / 30f;

		internal const float screenFraction = 0.0009259259f;

		public static Texture2D reloadRegionGood;

		public static Texture2D reloadRegionPerfect;

		public static Texture2D reloadRegionGoodFail;

		public static Texture2D reloadRegionPerfectFail;

		public float perfectBeginPercent;

		public float perfectEndPercent;

		public float goodBeginPercent;

		public float goodEndPercent;

		private Rect rectGood = default(Rect);

		private Rect rectPerfect = default(Rect);

		private static float sliderTolerance;

		public bool finishedReload = false;

		private static int kCmdCmdResetSpotter;

		private static int kCmdCmdPlayReloadSound;

		private static int kRpcRpcPlayReloadSound;

		private static int kCmdCmdPlayReloadFail;

		private static int kRpcRpcPlayReloadFail;

		public void AutoReload()
		{
			if (Object.op_Implicit((Object)(object)skillLocator) && Object.op_Implicit((Object)(object)skillLocator.primary) && Object.op_Implicit((Object)(object)skillLocator.primary.stateMachine))
			{
				Type type = ((object)skillLocator.primary.stateMachine.state).GetType();
				if (type == typeof(Snipe))
				{
					(skillLocator.primary.stateMachine.state as Snipe).AutoReload();
				}
				else if (type == typeof(HeavySnipe))
				{
					(skillLocator.primary.stateMachine.state as HeavySnipe).AutoReload();
				}
				else if (type == typeof(ReloadHeavySnipe))
				{
					(skillLocator.primary.stateMachine.state as ReloadHeavySnipe).AutoReload();
				}
				else if (type == typeof(ReloadSnipe))
				{
					(skillLocator.primary.stateMachine.state as ReloadSnipe).AutoReload();
				}
				else if (type == typeof(FireBattleRifle))
				{
					DisableReloadBar();
					SetReloadQuality(ReloadQuality.Good, playLoadSound: false);
					(skillLocator.primary.stateMachine.state as FireBattleRifle).AutoReload();
				}
				else if (type == typeof(ReloadBR))
				{
					DisableReloadBar();
					SetReloadQuality(ReloadQuality.Good, playLoadSound: false);
					(skillLocator.primary.stateMachine.state as ReloadBR).AutoReload();
				}
				else
				{
					switch (skillLocator.primary.skillDef.skillName)
					{
					case "Snipe":
					case "ReloadSnipe":
					case "HeavySnipe":
					case "ReloadHeavySnipe":
						if (GetReloadQuality() != ReloadQuality.Perfect)
						{
							SetReloadQuality(ReloadQuality.Perfect, playLoadSound: false);
							hideLoadIndicator = false;
						}
						break;
					case "BattleRifle":
					case "ReloadBR":
						if (skillLocator.primary.stock < skillLocator.primary.maxStock)
						{
							DisableReloadBar();
							SetReloadQuality(ReloadQuality.Good, playLoadSound: false);
						}
						break;
					default:
						DisableReloadBar();
						break;
					}
				}
				if (skillLocator.primary.maxStock > 1)
				{
					skillLocator.primary.stock = skillLocator.primary.maxStock;
				}
			}
			finishedReload = true;
		}

		public void ResetReloadQuality()
		{
			currentReloadQuality = ReloadQuality.Bad;
		}

		[Client]
		public void ClientResetSpotter(float per