Some mods may be broken due to the recent Alloyed Collective update.
Decompiled source of Broly v2.0.1
Dragon Ball Z/Broly.dll
Decompiled 2 years agousing System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Configuration; using DBZUtils; using EntityStates; using On.RoR2; using R2API; using R2API.Utils; using RoR2; using RoR2.Projectile; using RoR2.Skills; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.Networking; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: TargetFramework(".NETStandard,Version=v2.0", FrameworkDisplayName = "")] [assembly: AssemblyCompany("Dragonyck")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("Broly")] [assembly: AssemblyTitle("Broly")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] namespace Broly; internal class Assets { public static AssetBundle MainAssetBundle; public static void PopulateAssets() { if ((Object)(object)MainAssetBundle == (Object)null) { using Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Broly.brolyassets"); MainAssetBundle = AssetBundle.LoadFromStream(stream); } using Stream stream2 = Assembly.GetExecutingAssembly().GetManifestResourceStream("Broly.Broly.bnk"); byte[] array = new byte[stream2.Length]; stream2.Read(array, 0, array.Length); SoundBanks.Add(array); } } internal class BrolyRevive : MonoBehaviour { } internal class Hook { internal static void Hooks() { //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_0012: Expected O, but got Unknown HealthComponent.TakeDamage += new hook_TakeDamage(HealthComponent_TakeDamage); } private static void HealthComponent_TakeDamage(orig_TakeDamage orig, HealthComponent self, DamageInfo damageInfo) { //IL_0088: 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) if (damageInfo.damage >= self.combinedHealth && Object.op_Implicit((Object)(object)self.body) && Object.op_Implicit((Object)(object)((Component)self.body).GetComponent<BrolyRevive>()) && !self.body.HasBuff(Prefabs.deathRegen) && NetworkServer.active) { self.body.AddBuff(Prefabs.deathRegen); self.body.AddTimedBuff(Buffs.Immune, 4f); float num = self.fullHealth * 0.5f; self.Heal(num, default(ProcChainMask), true); EntityStateMachine val = EntityStateMachine.FindByCustomName(((Component)self.body).gameObject, "Body"); if (Object.op_Implicit((Object)(object)val) && !(val.state is Special)) { Special special = new Special(); special.consumeKi = false; val.SetInterruptState((EntityState)(object)special, (InterruptPriority)6); } } orig.Invoke(self, damageInfo); } } [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInPlugin("com.Dragonyck.Broly", "Broly", "2.0.1")] [NetworkCompatibility(/*Could not decode attribute arguments.*/)] public class MainPlugin : BaseUnityPlugin { public const string MODUID = "com.Dragonyck.Broly"; public const string MODNAME = "Broly"; public const string VERSION = "2.0.1"; public const string SURVIVORNAME = "Broly (LSSJ)"; public const string SURVIVORNAMEKEY = "BROLY"; public const string SURVIVORNAME0 = "Broly"; public const string SURVIVORNAMEKEY0 = "BROLY0"; public const string SURVIVORNAME1 = "Broly (Wrath)"; public const string SURVIVORNAMEKEY1 = "BROLY1"; public const string SURVIVORNAME2 = "Broly (SSJ)"; public const string SURVIVORNAMEKEY2 = "BROLY2"; private static List<string> powerupBodyList = new List<string> { "BrolyBody", "Broly (Wrath)Body", "Broly (SSJ)Body", "Broly (LSSJ)Body" }; private static float desiredSortPosition = 16f; private void Awake() { Assets.PopulateAssets(); Prefabs.CreatePrefabs(); CreateSurvivor(); CreatePowerupSurvivor("brolyFury", "Broly (Wrath)", "BROLY1", 2f); CreatePowerupSurvivor("brolySSJ", "Broly (SSJ)", "BROLY2", 3f); CreatePowerupSurvivor("broly", "Broly (LSSJ)", "BROLY", 4f); RegisterStates(); Hook.Hooks(); } internal static void CreateSurvivor() { //IL_0044: 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_0192: Unknown result type (might be due to invalid IL or missing references) //IL_0197: Unknown result type (might be due to invalid IL or missing references) //IL_0225: Unknown result type (might be due to invalid IL or missing references) //IL_0242: Unknown result type (might be due to invalid IL or missing references) //IL_0255: Unknown result type (might be due to invalid IL or missing references) //IL_026a: Unknown result type (might be due to invalid IL or missing references) //IL_0274: Expected O, but got Unknown //IL_0274: Expected O, but got Unknown //IL_028b: 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_02aa: Expected O, but got Unknown //IL_02aa: Expected O, but got Unknown //IL_02c1: Unknown result type (might be due to invalid IL or missing references) //IL_02d6: Unknown result type (might be due to invalid IL or missing references) //IL_02e0: Expected O, but got Unknown //IL_02e0: Expected O, but got Unknown //IL_02f7: Unknown result type (might be due to invalid IL or missing references) //IL_030c: Unknown result type (might be due to invalid IL or missing references) //IL_0316: Expected O, but got Unknown //IL_0316: Expected O, but got Unknown //IL_032d: Unknown result type (might be due to invalid IL or missing references) //IL_0342: Unknown result type (might be due to invalid IL or missing references) //IL_034c: Expected O, but got Unknown //IL_034c: Expected O, but got Unknown //IL_0363: Unknown result type (might be due to invalid IL or missing references) //IL_0378: Unknown result type (might be due to invalid IL or missing references) //IL_0382: Expected O, but got Unknown //IL_0382: Expected O, but got Unknown //IL_0399: Unknown result type (might be due to invalid IL or missing references) //IL_03ae: Unknown result type (might be due to invalid IL or missing references) //IL_03b8: Expected O, but got Unknown //IL_03b8: Expected O, but got Unknown //IL_03cf: Unknown result type (might be due to invalid IL or missing references) //IL_03e4: Unknown result type (might be due to invalid IL or missing references) //IL_03ee: Expected O, but got Unknown //IL_03ee: Expected O, but got Unknown //IL_0405: Unknown result type (might be due to invalid IL or missing references) //IL_041a: Unknown result type (might be due to invalid IL or missing references) //IL_0424: Expected O, but got Unknown //IL_0424: Expected O, but got Unknown //IL_043b: Unknown result type (might be due to invalid IL or missing references) //IL_0450: Unknown result type (might be due to invalid IL or missing references) //IL_045a: Expected O, but got Unknown //IL_045a: Expected O, but got Unknown //IL_0471: Unknown result type (might be due to invalid IL or missing references) //IL_0486: Unknown result type (might be due to invalid IL or missing references) //IL_0490: Expected O, but got Unknown //IL_0490: Expected O, but got Unknown //IL_04a7: Unknown result type (might be due to invalid IL or missing references) //IL_04bc: Unknown result type (might be due to invalid IL or missing references) //IL_04c6: Expected O, but got Unknown //IL_04c6: Expected O, but got Unknown //IL_04dd: Unknown result type (might be due to invalid IL or missing references) //IL_04f2: Unknown result type (might be due to invalid IL or missing references) //IL_04fc: Expected O, but got Unknown //IL_04fc: Expected O, but got Unknown //IL_0513: Unknown result type (might be due to invalid IL or missing references) //IL_0528: Unknown result type (might be due to invalid IL or missing references) //IL_0532: Expected O, but got Unknown //IL_0532: Expected O, but got Unknown //IL_0549: Unknown result type (might be due to invalid IL or missing references) //IL_055b: Unknown result type (might be due to invalid IL or missing references) //IL_0565: Expected O, but got Unknown //IL_0565: Expected O, but got Unknown //IL_057c: Unknown result type (might be due to invalid IL or missing references) //IL_0591: Unknown result type (might be due to invalid IL or missing references) //IL_059b: Expected O, but got Unknown //IL_059b: Expected O, but got Unknown //IL_05a5: Unknown result type (might be due to invalid IL or missing references) //IL_05a7: Unknown result type (might be due to invalid IL or missing references) //IL_05ce: Unknown result type (might be due to invalid IL or missing references) //IL_05d3: Unknown result type (might be due to invalid IL or missing references) //IL_0674: Unknown result type (might be due to invalid IL or missing references) //IL_0679: Unknown result type (might be due to invalid IL or missing references) //IL_06a3: Unknown result type (might be due to invalid IL or missing references) //IL_06c5: Unknown result type (might be due to invalid IL or missing references) GameObject val = Assets.MainAssetBundle.LoadAsset<GameObject>("brolyBase"); SurvivorDef val2 = default(SurvivorDef); CharacterBody val3 = DBZSurvivors.SetupNewDBZSurvivor(val, "Broly", ref val2); ((Object)val3).name = "BrolyBody"; val3.baseNameToken = "BROLY0_NAME"; val3.subtitleNameToken = "BROLY0_SUBTITLE"; val3.bodyFlags = (BodyFlags)16; val3.rootMotionInMainState = false; val3.mainRootSpeed = 0f; val3.baseMaxHealth = 110f; val3.levelMaxHealth = 33f; val3.baseRegen = 1.5f; val3.levelRegen = 0.2f; val3.baseMaxShield = 0f; val3.levelMaxShield = 0f; val3.baseMoveSpeed = 7f; val3.levelMoveSpeed = 0f; val3.baseAcceleration = 110f; val3.baseJumpPower = 15f; val3.levelJumpPower = 0f; val3.baseDamage = 12f; val3.levelDamage = 2.4f; val3.baseAttackSpeed = 1f; val3.levelAttackSpeed = 0f; val3.baseCrit = 1f; val3.levelCrit = 0f; val3.baseArmor = 20f; val3.levelArmor = 0f; val3.baseJumpCount = 2; val3.sprintingSpeedMultiplier = 1.45f; val3.wasLucky = false; val3.hideCrosshair = false; val3.hullClassification = (HullClassification)0; val3.portraitIcon = (Texture)(object)Assets.MainAssetBundle.LoadAsset<Sprite>("portraitBase").texture; val3.isChampion = false; val3.currentVehicle = null; val3.skinIndex = 0u; val3.bodyColor = new Color(0.63922f, 0.72157f, 0.09804f); ConfigFile val4 = Utils.CreateConfig(val3); KiBehaviour component = ((Component)val3).GetComponent<KiBehaviour>(); component.passiveRegen = true; component.hasPowerup = true; DBZSurvivorDef val5 = ScriptableObject.CreateInstance<DBZSurvivorDef>(); val5.attackVO = Sounds.Play_DBZ_Broly_ATKGrunt; val5.bossEncounterVO = Sounds.Play_DBZ_Broly_FinalBossEncounter; val5.bossKillVO = Sounds.Play_DBZ_Broly_BossKill; val5.heavyHitVO = Sounds.Play_DBZ_Broly_HeavyDMGGrunt; val5.killVO = Sounds.Play_DBZ_Broly_Kill; val5.lightHitVO = Sounds.Play_DBZ_Broly_LightDMGGrunt; val5.skillVO = Sounds.Play_DBZ_Broly_Skill; val5.deathVO = Sounds.Play_DBZ_Broly_Death; val5.vfxColor = (VFXColor)(-1); val5.config = val4; val5.powerupBodyList = powerupBodyList; val5.memory = new PowerupMemory { spentKiCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Ki Spent", "Coefficient"), 0.0025f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, baseKillCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Base Kill", "Coefficient"), 1f, new ConfigDescription("FinalValue = xKillCoeff * baseKillCoefficient * powerupCount", (AcceptableValueBase)null, Array.Empty<object>())).Value, regularKillCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Regular Enemy Kill", "Coefficient"), 0.01f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, eliteKillCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Elite Kill", "Coefficient"), 0.02f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, bossKillCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Boss Kill", "Coefficient"), 0.035f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, baseItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Base Item", "Coefficient"), 1f, new ConfigDescription("FinalValue = xItemCoeff * baseItemCoefficient * powerupCount", (AcceptableValueBase)null, Array.Empty<object>())).Value, whiteItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: White Item", "Coefficient"), 0.001f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, greenItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Green Item", "Coefficient"), 0.002f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, bossItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Boss Item", "Coefficient"), 0.003f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, redItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Red Item", "Coefficient"), 0.0035f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, lunarItemMaxCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Lunar Item Max Coefficient", "Coefficient"), 0.004f, new ConfigDescription("Random chance between 0 and this value.", (AcceptableValueBase)null, Array.Empty<object>())).Value, moddedTierItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Ki Spent", "Coefficient"), 0.0025f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, baseDamageDealtCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Damage Dealt", "Coefficient"), 5E-07f, new ConfigDescription("FinalValue = xDamageDealt * baseDamageCoefficient * powerupCount. Item procs count towards powerup gains.", (AcceptableValueBase)null, Array.Empty<object>())).Value, baseDamageTakenCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Damage Taken", "Coefficient"), 5E-06f, new ConfigDescription("FinalValue = xDamageTaken * baseDamageCoefficient * powerupCount", (AcceptableValueBase)null, Array.Empty<object>())).Value, requiredKillsForBonus = val4.Bind<int>(new ConfigDefinition("Powerup: Required Kills For Bonus Gain", "Kills"), 100, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, bonusBasedOnRequiredKills = val4.Bind<float>(new ConfigDefinition("Powerup: Bonus Based On Required Kills", "Bonus"), 0.0025f, new ConfigDescription("FinalValue = bonusBasedOnRequiredKills * powerupCount", (AcceptableValueBase)null, Array.Empty<object>())).Value }; DBZSurvivorCatalog.AddDBZSurvivorDef(val3.baseNameToken, val5); EntityStateMachine component2 = ((Component)val3).GetComponent<EntityStateMachine>(); component2.mainStateType = new SerializableEntityStateType(typeof(DBZCharacterMain)); string text = "<style=cSub>\r\n\r\n< ! > " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > "; string text2 = "..and so he left."; string text3 = "..and so he vanished."; LanguageAPI.Add("BROLY0_NAME", "Broly"); LanguageAPI.Add("BROLY0_DESCRIPTION", text); LanguageAPI.Add("BROLY0_SUBTITLE", "Legendary Super Saiyan"); LanguageAPI.Add("BROLY0_OUTRO", text2); LanguageAPI.Add("BROLY0_FAIL", text3); val2.primaryColor = val3.bodyColor; val2.desiredSortPosition = desiredSortPosition; GameObject val6 = Utils.CreateHitbox("Punch", val.transform, new Vector3(5.1f, 5.1f, 5.4f)); val6.transform.localPosition = new Vector3(0f, 1.15f, 1f); SkillLocator component3 = ((Component)val3).GetComponent<SkillLocator>(); AddPrimary(component3); AddSecondary(component3, "DBZ_POWEREDSHELL_SKILL_NAME", "DBZ_POWEREDSHELL_SKILL_DESCRIPTION", Prefabs.poweredShellIcon, typeof(QuickEventProjectileState)); AddUtility(component3); AddSpecial(component3, "DBZ_SUPEREXPLOSIVEWAVE_NAME", "DBZ_SUPEREXPLOSIVEWAVE_DESCRIPTION", Prefabs.superexplosivewaveGREEN, typeof(ExplosiveWave)); } internal static void CreatePowerupSurvivor(string modelName, string survivorName, string survivorNameKey, float statMultValue) { //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_0046: Unknown result type (might be due to invalid IL or missing references) //IL_0050: Expected O, but got Unknown //IL_0050: Expected O, but got Unknown //IL_0096: Unknown result type (might be due to invalid IL or missing references) //IL_01b8: Unknown result type (might be due to invalid IL or missing references) //IL_01e2: Unknown result type (might be due to invalid IL or missing references) //IL_01e7: Unknown result type (might be due to invalid IL or missing references) //IL_0201: Unknown result type (might be due to invalid IL or missing references) //IL_0256: Unknown result type (might be due to invalid IL or missing references) //IL_025b: Unknown result type (might be due to invalid IL or missing references) //IL_02d2: Unknown result type (might be due to invalid IL or missing references) //IL_02db: 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_0303: Unknown result type (might be due to invalid IL or missing references) //IL_030d: Expected O, but got Unknown //IL_030d: Expected O, but got Unknown //IL_0324: Unknown result type (might be due to invalid IL or missing references) //IL_0339: Unknown result type (might be due to invalid IL or missing references) //IL_0343: Expected O, but got Unknown //IL_0343: Expected O, but got Unknown //IL_035a: Unknown result type (might be due to invalid IL or missing references) //IL_036f: Unknown result type (might be due to invalid IL or missing references) //IL_0379: Expected O, but got Unknown //IL_0379: Expected O, but got Unknown //IL_0390: Unknown result type (might be due to invalid IL or missing references) //IL_03a5: Unknown result type (might be due to invalid IL or missing references) //IL_03af: Expected O, but got Unknown //IL_03af: Expected O, but got Unknown //IL_03c6: Unknown result type (might be due to invalid IL or missing references) //IL_03db: Unknown result type (might be due to invalid IL or missing references) //IL_03e5: Expected O, but got Unknown //IL_03e5: Expected O, but got Unknown //IL_03fc: Unknown result type (might be due to invalid IL or missing references) //IL_0411: Unknown result type (might be due to invalid IL or missing references) //IL_041b: Expected O, but got Unknown //IL_041b: Expected O, but got Unknown //IL_0432: Unknown result type (might be due to invalid IL or missing references) //IL_0447: Unknown result type (might be due to invalid IL or missing references) //IL_0451: Expected O, but got Unknown //IL_0451: Expected O, but got Unknown //IL_0468: Unknown result type (might be due to invalid IL or missing references) //IL_047d: Unknown result type (might be due to invalid IL or missing references) //IL_0487: Expected O, but got Unknown //IL_0487: Expected O, but got Unknown //IL_049e: Unknown result type (might be due to invalid IL or missing references) //IL_04b3: Unknown result type (might be due to invalid IL or missing references) //IL_04bd: Expected O, but got Unknown //IL_04bd: Expected O, but got Unknown //IL_04d4: Unknown result type (might be due to invalid IL or missing references) //IL_04e9: Unknown result type (might be due to invalid IL or missing references) //IL_04f3: Expected O, but got Unknown //IL_04f3: Expected O, but got Unknown //IL_050a: Unknown result type (might be due to invalid IL or missing references) //IL_051f: Unknown result type (might be due to invalid IL or missing references) //IL_0529: Expected O, but got Unknown //IL_0529: Expected O, but got Unknown //IL_0540: Unknown result type (might be due to invalid IL or missing references) //IL_0555: Unknown result type (might be due to invalid IL or missing references) //IL_055f: Expected O, but got Unknown //IL_055f: Expected O, but got Unknown //IL_0576: Unknown result type (might be due to invalid IL or missing references) //IL_058b: Unknown result type (might be due to invalid IL or missing references) //IL_0595: Expected O, but got Unknown //IL_0595: Expected O, but got Unknown //IL_05ac: Unknown result type (might be due to invalid IL or missing references) //IL_05c1: Unknown result type (might be due to invalid IL or missing references) //IL_05cb: Expected O, but got Unknown //IL_05cb: Expected O, but got Unknown //IL_05e2: Unknown result type (might be due to invalid IL or missing references) //IL_05f4: Unknown result type (might be due to invalid IL or missing references) //IL_05fe: Expected O, but got Unknown //IL_05fe: Expected O, but got Unknown //IL_0615: Unknown result type (might be due to invalid IL or missing references) //IL_062a: Unknown result type (might be due to invalid IL or missing references) //IL_0634: Expected O, but got Unknown //IL_0634: Expected O, but got Unknown //IL_063e: Unknown result type (might be due to invalid IL or missing references) //IL_0640: Unknown result type (might be due to invalid IL or missing references) //IL_06ad: Unknown result type (might be due to invalid IL or missing references) //IL_0754: Unknown result type (might be due to invalid IL or missing references) //IL_075e: Unknown result type (might be due to invalid IL or missing references) //IL_077c: Unknown result type (might be due to invalid IL or missing references) //IL_0a71: Unknown result type (might be due to invalid IL or missing references) //IL_0a76: Unknown result type (might be due to invalid IL or missing references) //IL_0a9e: Unknown result type (might be due to invalid IL or missing references) //IL_0aaf: Unknown result type (might be due to invalid IL or missing references) //IL_0ab9: Expected O, but got Unknown //IL_0ab9: Expected O, but got Unknown //IL_0add: Unknown result type (might be due to invalid IL or missing references) //IL_0aff: Unknown result type (might be due to invalid IL or missing references) //IL_07ac: Unknown result type (might be due to invalid IL or missing references) //IL_088d: Unknown result type (might be due to invalid IL or missing references) //IL_08a0: Unknown result type (might be due to invalid IL or missing references) //IL_08b7: Unknown result type (might be due to invalid IL or missing references) //IL_08bc: Unknown result type (might be due to invalid IL or missing references) //IL_08c1: Unknown result type (might be due to invalid IL or missing references) GameObject val = Assets.MainAssetBundle.LoadAsset<GameObject>(modelName); SurvivorDef val2 = default(SurvivorDef); CharacterBody val3 = DBZSurvivors.SetupNewDBZSurvivor(val, survivorName, ref val2); ((Component)val3).gameObject.AddComponent<DBZAimIndicator>(); ConfigFile val4 = Utils.CreateConfig(val3); float value = val4.Bind<float>(new ConfigDefinition("Powerup: Stat Multiplier", "Multiplier"), statMultValue, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value; SkillLocator component = ((Component)val3).GetComponent<SkillLocator>(); ((Object)val3).name = survivorName + "Body"; val3.baseNameToken = survivorNameKey + "_NAME"; val3.subtitleNameToken = survivorNameKey + "_SUBTITLE"; val3.bodyFlags = (BodyFlags)16; val3.rootMotionInMainState = false; val3.mainRootSpeed = 0f; val3.baseMaxHealth = 110f * value; val3.levelMaxHealth = 33f * value; val3.baseRegen = 1.5f * value; val3.levelRegen = 0.2f * value; val3.baseMaxShield = 0f; val3.levelMaxShield = 0f; val3.baseMoveSpeed = 7f; val3.levelMoveSpeed = 0f; val3.baseAcceleration = 110f; val3.baseJumpPower = 15f; val3.levelJumpPower = 0f; val3.baseDamage = 12f * value; val3.levelDamage = 2.4f * value; val3.baseAttackSpeed = 1f; val3.levelAttackSpeed = 0f; val3.baseCrit = 1f * value; val3.levelCrit = 0f; val3.baseArmor = 20f * value; val3.levelArmor = 0f; val3.baseJumpCount = 1; val3.sprintingSpeedMultiplier = 1.45f; val3.wasLucky = false; val3.hideCrosshair = false; val3.hullClassification = (HullClassification)0; val3.isChampion = false; val3.currentVehicle = null; val3.skinIndex = 0u; val3.bodyColor = new Color(0.63922f, 0.72157f, 0.09804f); val3.aimOriginTransform.localPosition = new Vector3(0f, 1f, 0f); KiBehaviour component2 = ((Component)val3).GetComponent<KiBehaviour>(); component2.hasPowerup = true; component2.maxKiValue = 1f * value; component2.passiveRegenValue = 0.02f * value; component2.passiveRegen = true; EntityStateMachine component3 = ((Component)val3).GetComponent<EntityStateMachine>(); component3.initialStateType = new SerializableEntityStateType(typeof(BasePowerupSpawnState)); DBZSurvivorDef val5 = ScriptableObject.CreateInstance<DBZSurvivorDef>(); val5.config = val4; val5.attackVO = Sounds.Play_DBZ_Broly_ATKGrunt; val5.bossEncounterVO = Sounds.Play_DBZ_Broly_FinalBossEncounter; val5.bossKillVO = Sounds.Play_DBZ_Broly_BossKill; val5.heavyHitVO = Sounds.Play_DBZ_Broly_HeavyDMGGrunt; val5.killVO = Sounds.Play_DBZ_Broly_Kill; val5.lightHitVO = Sounds.Play_DBZ_Broly_LightDMGGrunt; val5.skillVO = Sounds.Play_DBZ_Broly_Skill; val5.deathVO = Sounds.Play_DBZ_Broly_Death; val5.vfxColor = (VFXColor)2; val5.memory = new PowerupMemory { spentKiCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Ki Spent", "Coefficient"), 0.0025f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, baseKillCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Base Kill", "Coefficient"), 1f, new ConfigDescription("FinalValue = xKillCoeff * baseKillCoefficient * powerupCount", (AcceptableValueBase)null, Array.Empty<object>())).Value, regularKillCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Regular Enemy Kill", "Coefficient"), 0.01f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, eliteKillCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Elite Kill", "Coefficient"), 0.02f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, bossKillCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Boss Kill", "Coefficient"), 0.035f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, baseItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Base Item", "Coefficient"), 1f, new ConfigDescription("FinalValue = xItemCoeff * baseItemCoefficient * powerupCount", (AcceptableValueBase)null, Array.Empty<object>())).Value, whiteItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: White Item", "Coefficient"), 0.001f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, greenItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Green Item", "Coefficient"), 0.002f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, bossItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Boss Item", "Coefficient"), 0.003f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, redItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Red Item", "Coefficient"), 0.0035f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, lunarItemMaxCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Lunar Item Max Coefficient", "Coefficient"), 0.004f, new ConfigDescription("Random chance between 0 and this value.", (AcceptableValueBase)null, Array.Empty<object>())).Value, moddedTierItemCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Ki Spent", "Coefficient"), 0.0025f, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, baseDamageDealtCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Damage Dealt", "Coefficient"), 5E-07f, new ConfigDescription("FinalValue = xDamageDealt * baseDamageCoefficient * powerupCount. Item procs count towards powerup gains.", (AcceptableValueBase)null, Array.Empty<object>())).Value, baseDamageTakenCoefficient = val4.Bind<float>(new ConfigDefinition("Powerup: Damage Taken", "Coefficient"), 5E-06f, new ConfigDescription("FinalValue = xDamageTaken * baseDamageCoefficient * powerupCount", (AcceptableValueBase)null, Array.Empty<object>())).Value, requiredKillsForBonus = val4.Bind<int>(new ConfigDefinition("Powerup: Required Kills For Bonus Gain", "Kills"), 100, new ConfigDescription("", (AcceptableValueBase)null, Array.Empty<object>())).Value, bonusBasedOnRequiredKills = val4.Bind<float>(new ConfigDefinition("Powerup: Bonus Based On Required Kills", "Bonus"), 0.0025f, new ConfigDescription("FinalValue = bonusBasedOnRequiredKills * powerupCount", (AcceptableValueBase)null, Array.Empty<object>())).Value }; val5.powerupBodyList = powerupBodyList; switch (survivorName) { case "Broly (Wrath)": ((Component)val3).GetComponent<ModelLocator>().modelBaseTransform.GetChild(0).localPosition = new Vector3(0f, 2.4f, 0f); val2.desiredSortPosition = desiredSortPosition + 0.1f; val3.portraitIcon = (Texture)(object)Assets.MainAssetBundle.LoadAsset<Sprite>("portraitWrath").texture; AddPrimary(component); AddSecondary(component, "DBZ_SUPEREXPLOSIVEWAVE_NAME", "DBZ_SUPEREXPLOSIVEWAVE_DESCRIPTION", Prefabs.superexplosivewaveGREEN, typeof(ExplosiveWave)); AddUtility(component); AddSpecial(component, "DBZ_GIGANTICRAGE_SKILL_NAME", "DBZ_GIGANTICRAGE_SKILL_DESCRIPTION", Assets.MainAssetBundle.LoadAsset<Sprite>("giganticRage"), typeof(GiganticRageState), "Idle1"); Utils.CreateHitbox("GiganticRage", val.transform, Vector3.one * 8f).transform.localPosition = new Vector3(0f, 1.5f, 2f); break; case "Broly (SSJ)": ((Component)val3).GetComponent<ModelLocator>().modelBaseTransform.GetChild(0).localPosition = new Vector3(0f, 2.4f, 0f); LanguageAPI.Add("BROLY_KIBLASTS_NAME", "Spread Shot"); LanguageAPI.Add("BROLY_KIBLASTS_DESCRIPTION", "Quickly fire ki blasts for <style=cIsDamage>180% damage</style>."); AddPrimary(component); AddSecondary(component, "BROLY_KIBLASTS_NAME", "BROLY_KIBLASTS_DESCRIPTION", Prefabs.lightgrenadeGREEN, typeof(KiBlasts), "Idle1"); AddUtility(component); AddSpecial(component, "BROLY_M2", "BROLY_M2_DESCRIPTION", Assets.MainAssetBundle.LoadAsset<Sprite>("secondary"), typeof(Secondary)); val2.desiredSortPosition = desiredSortPosition + 0.1f; val3.portraitIcon = (Texture)(object)Assets.MainAssetBundle.LoadAsset<Sprite>("portraitSSJ").texture; break; case "Broly (LSSJ)": ((Component)val3).GetComponent<ModelLocator>().modelBaseTransform.GetChild(0).localPosition = new Vector3(0f, 2.4f, 0f); DBZSurvivors.survivorSceneProps.Add(val, new TransformMemory { position = new Vector3(1.2f, 1.157f, 11f) }); val3.portraitIcon = (Texture)(object)Assets.MainAssetBundle.LoadAsset<Sprite>("portrait").texture; val2.desiredSortPosition = desiredSortPosition + 0.1f; ((Component)val3).gameObject.AddComponent<BrolyRevive>(); component2.hasPowerup = false; val5.powerupBodyList = null; LanguageAPI.Add("BROLY_PASSIVE_NAME", "Saiyan Power"); LanguageAPI.Add("BROLY_PASSIVE_DESCRIPTION", "Once a stage, revive yourself after taking lethal damage <style=cIsHealing>restoring</style> <style=cIsHealth>50% Health</style> and perform Blast Meteor for no cost."); component.passiveSkill.enabled = true; component.passiveSkill.skillNameToken = "BROLY_PASSIVE_NAME"; component.passiveSkill.skillDescriptionToken = "BROLY_PASSIVE_DESCRIPTION"; component.passiveSkill.icon = Assets.MainAssetBundle.LoadAsset<Sprite>("passive"); AddPrimary(component); AddSecondaryLSSJ(component); AddUtility(component); AddSpecialsLSSJ(component); break; } DBZSurvivorCatalog.AddDBZSurvivorDef(val3.baseNameToken, val5); string text = "<style=cSub>\r\n\r\n< ! > " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > " + Environment.NewLine + "<style=cSub>\r\n\r\n< ! > Fill up your transformation bar by beating enemies, using skills, and playing the game in general."; string text2 = "..and so he left."; string text3 = "..and so he vanished."; LanguageAPI.Add(survivorNameKey + "_NAME", survivorName); LanguageAPI.Add(survivorNameKey + "_DESCRIPTION", text); LanguageAPI.Add(survivorNameKey + "_SUBTITLE", "Legendary Super Saiyan"); LanguageAPI.Add(survivorNameKey + "_OUTRO", text2); LanguageAPI.Add(survivorNameKey + "_FAIL", text3); val2.primaryColor = val3.bodyColor; val2.displayPrefab = Utils.RemoveDither(val, survivorName + "Display"); val2.hidden = val4.Bind<bool>(new ConfigDefinition("Hidden Survivor", "Hidden"), true, new ConfigDescription("Hide in Character Select", (AcceptableValueBase)null, Array.Empty<object>())).Value; GameObject val6 = Utils.CreateHitbox("Punch", val.transform, new Vector3(5.5f, 5.5f, 5.8f)); val6.transform.localPosition = new Vector3(0f, 1.3f, 1f); } private void RegisterStates() { //IL_0003: Unknown result type (might be due to invalid IL or missing references) //IL_000b: Unknown result type (might be due to invalid IL or missing references) //IL_0013: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Unknown result type (might be due to invalid IL or missing references) //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_002b: Unknown result type (might be due to invalid IL or missing references) //IL_0033: 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) bool flag = default(bool); ContentAddition.AddEntityState<Secondary>(ref flag); ContentAddition.AddEntityState<SecondaryFire>(ref flag); ContentAddition.AddEntityState<Special>(ref flag); ContentAddition.AddEntityState<BaseSpecialAlt>(ref flag); ContentAddition.AddEntityState<SpecialAltFire>(ref flag); ContentAddition.AddEntityState<KiBlasts>(ref flag); ContentAddition.AddEntityState<ExplosiveWave>(ref flag); ContentAddition.AddEntityState<ExplosiveWaveFire>(ref flag); } private static void AddSecondary(SkillLocator skillLocator, string nameToken, string descToken, Sprite sprite, Type type, string stateMachine = "NoMovement") { //IL_0012: 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_0045: 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_0104: Unknown result type (might be due to invalid IL or missing references) //IL_010e: Expected O, but got Unknown //IL_010f: Unknown result type (might be due to invalid IL or missing references) //IL_0110: Unknown result type (might be due to invalid IL or missing references) DBZSkillDef val = ScriptableObject.CreateInstance<DBZSkillDef>(); ((SkillDef)val).activationStateMachineName = stateMachine; ((SkillDef)val).activationState = new SerializableEntityStateType(type); ((SkillDef)val).baseMaxStock = 1; ((SkillDef)val).baseRechargeInterval = 6f; ((SkillDef)val).beginSkillCooldownOnSkillEnd = true; ((SkillDef)val).canceledFromSprinting = false; ((SkillDef)val).fullRestockOnAssign = true; ((SkillDef)val).interruptPriority = (InterruptPriority)0; ((SkillDef)val).isCombatSkill = true; ((SkillDef)val).mustKeyPress = false; ((SkillDef)val).cancelSprintingOnActivation = true; ((SkillDef)val).rechargeStock = 1; ((SkillDef)val).requiredStock = 1; ((SkillDef)val).stockToConsume = 1; ((SkillDef)val).icon = sprite; ((SkillDef)val).skillDescriptionToken = descToken; ((SkillDef)val).skillName = nameToken; ((SkillDef)val).skillNameToken = nameToken; val.kiCost = 0.2f; ContentAddition.AddSkillDef((SkillDef)(object)val); skillLocator.secondary = ((Component)skillLocator).gameObject.AddComponent<GenericSkill>(); SkillFamily val2 = ScriptableObject.CreateInstance<SkillFamily>(); val2.variants = (Variant[])(object)new Variant[1]; Reflection.SetFieldValue<SkillFamily>((object)skillLocator.secondary, "_skillFamily", val2); SkillFamily skillFamily = skillLocator.secondary.skillFamily; Variant[] variants = skillFamily.variants; Variant val3 = new Variant { skillDef = (SkillDef)(object)val }; ((Variant)(ref val3)).viewableNode = new Node(((SkillDef)val).skillNameToken, false, (Node)null); variants[0] = val3; ContentAddition.AddSkillFamily(skillFamily); } private static void AddSpecial(SkillLocator skillLocator, string nameToken, string descToken, Sprite sprite, Type type, string stateMachine = "NoMovement") { //IL_0012: 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_0045: 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_0104: Unknown result type (might be due to invalid IL or missing references) //IL_010e: Expected O, but got Unknown //IL_010f: Unknown result type (might be due to invalid IL or missing references) //IL_0110: Unknown result type (might be due to invalid IL or missing references) DBZSkillDef val = ScriptableObject.CreateInstance<DBZSkillDef>(); ((SkillDef)val).activationStateMachineName = stateMachine; ((SkillDef)val).activationState = new SerializableEntityStateType(type); ((SkillDef)val).baseMaxStock = 1; ((SkillDef)val).baseRechargeInterval = 12f; ((SkillDef)val).beginSkillCooldownOnSkillEnd = true; ((SkillDef)val).canceledFromSprinting = false; ((SkillDef)val).fullRestockOnAssign = true; ((SkillDef)val).interruptPriority = (InterruptPriority)0; ((SkillDef)val).isCombatSkill = true; ((SkillDef)val).mustKeyPress = false; ((SkillDef)val).cancelSprintingOnActivation = true; ((SkillDef)val).rechargeStock = 1; ((SkillDef)val).requiredStock = 1; ((SkillDef)val).stockToConsume = 1; ((SkillDef)val).icon = sprite; ((SkillDef)val).skillDescriptionToken = descToken; ((SkillDef)val).skillName = nameToken; ((SkillDef)val).skillNameToken = nameToken; val.kiCost = 0.55f; ContentAddition.AddSkillDef((SkillDef)(object)val); skillLocator.special = ((Component)skillLocator).gameObject.AddComponent<GenericSkill>(); SkillFamily val2 = ScriptableObject.CreateInstance<SkillFamily>(); val2.variants = (Variant[])(object)new Variant[1]; Reflection.SetFieldValue<SkillFamily>((object)skillLocator.special, "_skillFamily", val2); SkillFamily skillFamily = skillLocator.special.skillFamily; Variant[] variants = skillFamily.variants; Variant val3 = new Variant { skillDef = (SkillDef)(object)val }; ((Variant)(ref val3)).viewableNode = new Node(((SkillDef)val).skillNameToken, false, (Node)null); variants[0] = val3; ContentAddition.AddSkillFamily(skillFamily); } private static void AddPrimary(SkillLocator skillLocator) { //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_0060: Unknown result type (might be due to invalid IL or missing references) //IL_0116: Unknown result type (might be due to invalid IL or missing references) //IL_012e: Unknown result type (might be due to invalid IL or missing references) //IL_0138: Expected O, but got Unknown //IL_0139: Unknown result type (might be due to invalid IL or missing references) //IL_013a: Unknown result type (might be due to invalid IL or missing references) DBZSkillDef val = ScriptableObject.CreateInstance<DBZSkillDef>(); LanguageAPI.Add("BROLY_M1", "Gigantic Fury"); ((SkillDef)val).activationStateMachineName = "Weapon"; ((SkillDef)val).activationState = new SerializableEntityStateType(typeof(DBZMeleeSkillState)); ((SkillDef)val).baseMaxStock = 0; ((SkillDef)val).baseRechargeInterval = 0f; ((SkillDef)val).beginSkillCooldownOnSkillEnd = true; ((SkillDef)val).canceledFromSprinting = false; ((SkillDef)val).fullRestockOnAssign = true; ((SkillDef)val).interruptPriority = (InterruptPriority)0; ((SkillDef)val).isCombatSkill = true; ((SkillDef)val).mustKeyPress = false; ((SkillDef)val).cancelSprintingOnActivation = true; ((SkillDef)val).rechargeStock = 0; ((SkillDef)val).requiredStock = 0; ((SkillDef)val).stockToConsume = 0; ((SkillDef)val).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("primary"); ((SkillDef)val).skillDescriptionToken = "DBZ_MELEE_SKILL_DESCRIPTION"; ((SkillDef)val).skillName = "BROLY_M1"; ((SkillDef)val).skillNameToken = "BROLY_M1"; ContentAddition.AddSkillDef((SkillDef)(object)val); skillLocator.primary = ((Component)skillLocator).gameObject.AddComponent<GenericSkill>(); SkillFamily val2 = ScriptableObject.CreateInstance<SkillFamily>(); val2.variants = (Variant[])(object)new Variant[1]; Reflection.SetFieldValue<SkillFamily>((object)skillLocator.primary, "_skillFamily", val2); SkillFamily skillFamily = skillLocator.primary.skillFamily; Variant[] variants = skillFamily.variants; Variant val3 = new Variant { skillDef = (SkillDef)(object)val }; ((Variant)(ref val3)).viewableNode = new Node(((SkillDef)val).skillNameToken, false, (Node)null); variants[0] = val3; ContentAddition.AddSkillFamily(skillFamily); } private static void AddSecondaryLSSJ(SkillLocator skillLocator) { //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_0070: 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_0155: Unknown result type (might be due to invalid IL or missing references) //IL_015f: Expected O, but got Unknown //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) DBZSkillDef val = ScriptableObject.CreateInstance<DBZSkillDef>(); LanguageAPI.Add("BROLY_M2", "Gigantic Roar"); LanguageAPI.Add("BROLY_M2_DESCRIPTION", "Charge a energy sphere to fire a powerful energy beam for <style=cIsDamage>120%</style> damage per hit."); ((SkillDef)val).activationStateMachineName = "NoMovement"; ((SkillDef)val).activationState = new SerializableEntityStateType(typeof(Secondary)); ((SkillDef)val).baseMaxStock = 1; ((SkillDef)val).baseRechargeInterval = 6f; ((SkillDef)val).beginSkillCooldownOnSkillEnd = true; ((SkillDef)val).canceledFromSprinting = false; ((SkillDef)val).fullRestockOnAssign = true; ((SkillDef)val).interruptPriority = (InterruptPriority)0; ((SkillDef)val).isCombatSkill = true; ((SkillDef)val).mustKeyPress = false; ((SkillDef)val).cancelSprintingOnActivation = true; ((SkillDef)val).rechargeStock = 1; ((SkillDef)val).requiredStock = 1; ((SkillDef)val).stockToConsume = 1; ((SkillDef)val).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("secondary"); ((SkillDef)val).skillDescriptionToken = "BROLY_M2_DESCRIPTION"; ((SkillDef)val).skillName = "BROLY_M2"; ((SkillDef)val).skillNameToken = "BROLY_M2"; val.kiCost = 0.2f; ((SkillDef)val).keywordTokens = val.newKeywordTokens; ContentAddition.AddSkillDef((SkillDef)(object)val); skillLocator.secondary = ((Component)skillLocator).gameObject.AddComponent<GenericSkill>(); SkillFamily val2 = ScriptableObject.CreateInstance<SkillFamily>(); val2.variants = (Variant[])(object)new Variant[1]; Reflection.SetFieldValue<SkillFamily>((object)skillLocator.secondary, "_skillFamily", val2); SkillFamily skillFamily = skillLocator.secondary.skillFamily; Variant[] variants = skillFamily.variants; Variant val3 = new Variant { skillDef = (SkillDef)(object)val }; ((Variant)(ref val3)).viewableNode = new Node(((SkillDef)val).skillNameToken, false, (Node)null); variants[0] = val3; ContentAddition.AddSkillFamily(skillFamily); } private static void AddUtility(SkillLocator skillLocator) { //IL_001d: 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_0050: 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_0125: Unknown result type (might be due to invalid IL or missing references) //IL_012f: Expected O, but got Unknown //IL_0130: 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) DBZSkillDef val = ScriptableObject.CreateInstance<DBZSkillDef>(); ((SkillDef)val).activationStateMachineName = "NoMovement"; ((SkillDef)val).activationState = new SerializableEntityStateType(typeof(BaseKiState)); ((SkillDef)val).baseMaxStock = 0; ((SkillDef)val).baseRechargeInterval = 0f; ((SkillDef)val).beginSkillCooldownOnSkillEnd = true; ((SkillDef)val).canceledFromSprinting = false; ((SkillDef)val).fullRestockOnAssign = true; ((SkillDef)val).interruptPriority = (InterruptPriority)0; ((SkillDef)val).isCombatSkill = true; ((SkillDef)val).mustKeyPress = false; ((SkillDef)val).cancelSprintingOnActivation = true; ((SkillDef)val).rechargeStock = 0; ((SkillDef)val).requiredStock = 0; ((SkillDef)val).stockToConsume = 0; ((SkillDef)val).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("utility"); ((SkillDef)val).skillDescriptionToken = "DBZ_KICHARGE_DESCRIPTION"; ((SkillDef)val).skillName = "DBZ_KICHARGE_NAME"; ((SkillDef)val).skillNameToken = "DBZ_KICHARGE_NAME"; val.isKiCharge = true; ContentAddition.AddSkillDef((SkillDef)(object)val); skillLocator.utility = ((Component)skillLocator).gameObject.AddComponent<GenericSkill>(); SkillFamily val2 = ScriptableObject.CreateInstance<SkillFamily>(); val2.variants = (Variant[])(object)new Variant[1]; Reflection.SetFieldValue<SkillFamily>((object)skillLocator.utility, "_skillFamily", val2); SkillFamily skillFamily = skillLocator.utility.skillFamily; Variant[] variants = skillFamily.variants; Variant val3 = new Variant { skillDef = (SkillDef)(object)val }; ((Variant)(ref val3)).viewableNode = new Node(((SkillDef)val).skillNameToken, false, (Node)null); variants[0] = val3; ContentAddition.AddSkillFamily(skillFamily); } private static void AddSpecialsLSSJ(SkillLocator skillLocator) { //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_0046: 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) //IL_0145: 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_0167: Expected O, but got Unknown //IL_0168: Unknown result type (might be due to invalid IL or missing references) //IL_016a: Unknown result type (might be due to invalid IL or missing references) //IL_01b3: Unknown result type (might be due to invalid IL or missing references) //IL_01b8: 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_02ab: Unknown result type (might be due to invalid IL or missing references) //IL_02c3: Unknown result type (might be due to invalid IL or missing references) //IL_02cd: Expected O, but got Unknown //IL_02ce: Unknown result type (might be due to invalid IL or missing references) //IL_02d0: Unknown result type (might be due to invalid IL or missing references) SkillDef val = null; SkillDef val2 = null; LanguageAPI.Add("BROLY_SPEC", "Blast Meteor"); LanguageAPI.Add("BROLY_SPEC_DESCRIPTION", "Surround yourself in a powerful energy orb that blocks projectiles and shoots homing ki blasts in all directions for <style=cIsDamage>200%</style> damage each."); DBZSkillDef val3 = ScriptableObject.CreateInstance<DBZSkillDef>(); ((SkillDef)val3).activationStateMachineName = "NoMovement"; ((SkillDef)val3).activationState = new SerializableEntityStateType(typeof(Special)); ((SkillDef)val3).baseMaxStock = 1; ((SkillDef)val3).baseRechargeInterval = 12f; ((SkillDef)val3).beginSkillCooldownOnSkillEnd = true; ((SkillDef)val3).canceledFromSprinting = false; ((SkillDef)val3).fullRestockOnAssign = true; ((SkillDef)val3).interruptPriority = (InterruptPriority)0; ((SkillDef)val3).isCombatSkill = true; ((SkillDef)val3).mustKeyPress = false; ((SkillDef)val3).cancelSprintingOnActivation = true; ((SkillDef)val3).rechargeStock = 1; ((SkillDef)val3).requiredStock = 1; ((SkillDef)val3).stockToConsume = 1; ((SkillDef)val3).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("special"); ((SkillDef)val3).skillDescriptionToken = "BROLY_SPEC_DESCRIPTION"; ((SkillDef)val3).skillName = "BROLY_SPEC"; ((SkillDef)val3).skillNameToken = "BROLY_SPEC"; val3.kiCost = 0.55f; ((SkillDef)val3).keywordTokens = val3.newKeywordTokens; val = (SkillDef)(object)val3; ContentAddition.AddSkillDef((SkillDef)(object)val3); skillLocator.special = ((Component)skillLocator).gameObject.AddComponent<GenericSkill>(); SkillFamily val4 = ScriptableObject.CreateInstance<SkillFamily>(); val4.variants = (Variant[])(object)new Variant[1]; Reflection.SetFieldValue<SkillFamily>((object)skillLocator.special, "_skillFamily", val4); SkillFamily skillFamily = skillLocator.special.skillFamily; Variant[] variants = skillFamily.variants; Variant val5 = new Variant { skillDef = (SkillDef)(object)val3 }; ((Variant)(ref val5)).viewableNode = new Node(((SkillDef)val3).skillNameToken, false, (Node)null); variants[0] = val5; ContentAddition.AddSkillFamily(skillFamily); LanguageAPI.Add("BROLY_ALTSPEC", "Gigantic Catastrophe"); LanguageAPI.Add("BROLY_ALTSPEC_DESCRIPTION", "Fire a powerful energy beam for <style=cIsDamage>180%</style> damage per hit and homing ki blasts forward for <style=cIsDamage>200%</style> damage each."); val3 = ScriptableObject.CreateInstance<DBZSkillDef>(); ((SkillDef)val3).activationStateMachineName = "NoMovement"; ((SkillDef)val3).activationState = new SerializableEntityStateType(typeof(BaseSpecialAlt)); ((SkillDef)val3).baseMaxStock = 1; ((SkillDef)val3).baseRechargeInterval = 12f; ((SkillDef)val3).beginSkillCooldownOnSkillEnd = true; ((SkillDef)val3).canceledFromSprinting = false; ((SkillDef)val3).fullRestockOnAssign = true; ((SkillDef)val3).interruptPriority = (InterruptPriority)0; ((SkillDef)val3).isCombatSkill = true; ((SkillDef)val3).mustKeyPress = false; ((SkillDef)val3).cancelSprintingOnActivation = true; ((SkillDef)val3).rechargeStock = 1; ((SkillDef)val3).requiredStock = 1; ((SkillDef)val3).stockToConsume = 1; ((SkillDef)val3).icon = Assets.MainAssetBundle.LoadAsset<Sprite>("specialalt"); ((SkillDef)val3).skillDescriptionToken = "BROLY_ALTSPEC_DESCRIPTION"; ((SkillDef)val3).skillName = "BROLY_ALTSPEC"; ((SkillDef)val3).skillNameToken = "BROLY_ALTSPEC"; val3.kiCost = 0.55f; ((SkillDef)val3).keywordTokens = val3.newKeywordTokens; val2 = (SkillDef)(object)val3; ContentAddition.AddSkillDef((SkillDef)(object)val3); GenericSkill val6 = ((Component)skillLocator).gameObject.AddComponent<GenericSkill>(); val4 = ScriptableObject.CreateInstance<SkillFamily>(); val4.variants = (Variant[])(object)new Variant[1]; Reflection.SetFieldValue<SkillFamily>((object)val6, "_skillFamily", val4); skillFamily = val6.skillFamily; Variant[] variants2 = skillFamily.variants; val5 = new Variant { skillDef = (SkillDef)(object)val3 }; ((Variant)(ref val5)).viewableNode = new Node(((SkillDef)val3).skillNameToken, false, (Node)null); variants2[0] = val5; ContentAddition.AddSkillFamily(skillFamily); SkillSwitchBehaviour val7 = ((Component)skillLocator).gameObject.AddComponent<SkillSwitchBehaviour>(); val7.specialSkillDefList = new List<SkillDef> { val, val2 }; } } internal class Prefabs { internal static GameObject meteorProjectile; internal static GameObject meteorProjectileGhost; internal static GameObject meteorProjectileImpactEffect; internal static BuffDef deathRegen { get; set; } internal static void CreatePrefabs() { //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_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_00b9: Unknown result type (might be due to invalid IL or missing references) //IL_00be: 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_00fb: Unknown result type (might be due to invalid IL or missing references) //IL_0100: Unknown result type (might be due to invalid IL or missing references) deathRegen = ScriptableObject.CreateInstance<BuffDef>(); ((Object)deathRegen).name = "e"; deathRegen.iconSprite = null; deathRegen.buffColor = Color.white; deathRegen.canStack = false; deathRegen.isDebuff = false; deathRegen.eliteDef = null; deathRegen.isHidden = true; ContentAddition.AddBuffDef(deathRegen); meteorProjectileImpactEffect = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/GreaterWisp/OmniExplosionVFXGreaterWisp.prefab").WaitForCompletion(), "BrolyBlasterMeteorProjectileImpactEffect", false); meteorProjectileImpactEffect.AddComponent<ChanceSound>(); Utils.RegisterEffect(meteorProjectileImpactEffect, 2f, "", true, true); meteorProjectileGhost = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/ElectricWorm/ElectricWormSeekerGhost.prefab").WaitForCompletion(), "BrolyBlasterMeteorProjectileGhost", false); meteorProjectileGhost.GetComponentInChildren<TrailRenderer>().startColor = Color.green; GameObject val = LegacyResourcesAPI.Load<GameObject>("prefabs/projectileghosts/lunarneedleghost"); meteorProjectile = PrefabAPI.InstantiateClone(Addressables.LoadAssetAsync<GameObject>((object)"RoR2/Base/ElectricWorm/ElectricWormSeekerProjectile.prefab").WaitForCompletion(), "BrolyBlasterMeteorProjectile", true); meteorProjectile.GetComponent<ProjectileController>().ghostPrefab = meteorProjectileGhost; ((ProjectileExplosion)meteorProjectile.GetComponent<ProjectileImpactExplosion>()).explosionEffect = meteorProjectileImpactEffect; meteorProjectile.GetComponent<ProjectileImpactExplosion>().impactEffect = meteorProjectileImpactEffect; ((AkTriggerHandler)meteorProjectile.GetComponent<AkEvent>()).triggerList[0] = (int)Sounds.Play_DBZ_Broly_BM_PROJ_FIRE; ProjectileSteerTowardTarget component = meteorProjectile.GetComponent<ProjectileSteerTowardTarget>(); ((Behaviour)component).enabled = true; component.rotationSpeed = 90f; ProjectileDirectionalTargetFinder component2 = meteorProjectile.GetComponent<ProjectileDirectionalTargetFinder>(); ((Behaviour)component2).enabled = true; component2.lookRange = 30f; component2.lookCone = 60f; component2.targetSearchInterval = 0.1f; component2.searchTimer = 1f; meteorProjectile.AddComponent<MoveTowardsTarget>(); ContentAddition.AddProjectile(meteorProjectile); } } internal class ChanceSound : MonoBehaviour { private void Start() { int num = Random.Range(0, 101); if (num <= 10) { AkSoundEngine.PostEvent(Sounds.Play_DBZ_Broly_BM_PROJ_HIT, ((Component)this).gameObject); } } } internal class ExplosiveWave : AnimEventBeam { public override void OnEnter() { ((AnimEventBeam)this).OnEnter(); base.chargeEffectPrefab = Prefabs.superExplosiveWaveChargeEffectGREEN; } protected override void SetNextState() { ((EntityState)this).outer.SetNextState((EntityState)(object)new ExplosiveWaveFire()); } } internal class ExplosiveWaveFire : AnimEventBeamFire { protected override void SetBeamVFX() { ((BeamFire)this).beamVFX = Prefabs.superExplosiveBeamEffectGREEN; } } internal class KiBlasts : BaseSequencedKiBlastState { public float speed = 0.4f; public override void OnEnter() { base.baseKiCost = 1f; base.baseDamageCoefficient = 1.8f; base.projectilePrefab = Prefabs.kiBlastProjectileGreenNoTarget; base.muzzleFlashPrefab = Prefabs.KiBlastMuzzleFlashGreen; base.maxAttacks = 8; ((BaseSequencedKiBlastState)this).OnEnter(); if (base.attackCount == 1 && NetworkServer.active) { ((EntityState)this).characterBody.AddBuff(Prefabs.speedX2Buff); } } protected override void PlayVO() { ((BaseSequencedKiBlastState)this).PlayVO(); ((EntityState)this).PlayAnimation("FullBody, Override", "KiBlast"); } protected override void PlayAnimation() { } protected override BaseDBZSkillState State() { KiBlasts kiBlasts = new KiBlasts(); ((BaseSequencedKiBlastState)kiBlasts).attackCount = base.attackCount + 1; return (BaseDBZSkillState)(object)kiBlasts; } public override void FixedUpdate() { ((BaseSequencedKiBlastState)this).FixedUpdate(); } public override void OnExit() { if (base.attackCount == base.maxAttacks && NetworkServer.active) { ((EntityState)this).characterBody.RemoveBuff(Prefabs.speedX2Buff); } if (base.attackCount == base.maxAttacks) { ((BaseDBZSkillState)this).animator.SetTrigger("trigger"); } ((BaseSequencedKiBlastState)this).OnExit(); } } internal class Secondary : BeamBaseState { public override void OnEnter() { base.duration = 99f; base.chargeSFX = Sounds.Play_DBZ_Broly_GR_START; ((BeamBaseState)this).OnEnter(); } public override void FixedUpdate() { ((BeamBaseState)this).FixedUpdate(); if (((EntityState)this).fixedAge >= 1.5f && ((EntityState)this).isAuthority) { ((EntityState)this).outer.SetNextState((EntityState)(object)new SecondaryFire()); } } public override void OnExit() { ((BeamBaseState)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)1; } } internal class SecondaryFire : BeamFire { public override void OnEnter() { base.beamSFX = Sounds.Play_DBZ_Broly_GR_FIRE; ((BeamFire)this).OnEnter(); } } internal class Special : BaseDBZSkillState { private float duration = 4f; public GameObject shieldInstance; private float stopwatch; private int projectileCount = 3; private AimRequest request; public bool consumeKi = true; public override void OnEnter() { //IL_00ec: 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: Unknown result type (might be due to invalid IL or missing references) //IL_0116: Unknown result type (might be due to invalid IL or missing references) //IL_0135: Unknown result type (might be due to invalid IL or missing references) ((BaseDBZSkillState)this).OnEnter(); if (Object.op_Implicit((Object)(object)base.skillBehaviour) && Object.op_Implicit((Object)(object)base.kiBehaviour)) { base.skillBehaviour.SetExecutableSkills(3); } if (Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams)) { request = ((EntityState)this).cameraTargetParams.RequestAimType((AimType)2); } ((EntityState)this).PlayAnimation("FullBody, Override", "Blaster_Meteor", "Special", duration); AkSoundEngine.PostEvent(Sounds.Play_DBZ_Broly_Skill, ((EntityState)this).gameObject); AkSoundEngine.PostEvent(Sounds.Play_DBZ_Broly_BM_START, ((EntityState)this).gameObject); AkSoundEngine.PostEvent(Sounds.Play_DBZ_Broly_BM_Fire, ((EntityState)this).gameObject); EffectManager.SimpleMuzzleFlash(Prefabs.orbFXGreen, ((EntityState)this).gameObject, "collider", false); shieldInstance = GameObject.CreatePrimitive((PrimitiveType)0); shieldInstance.layer = LayerIndex.projectile.intVal; shieldInstance.transform.localScale = Vector3.one * 12f; shieldInstance.GetComponent<Renderer>().material = Addressables.LoadAssetAsync<Material>((object)"RoR2/DLC1/GameModes/InfiniteTowerRun/InfiniteTowerAssets/matDistantPlanetShieldBackdrop.mat").WaitForCompletion(); shieldInstance.transform.position = ((EntityState)this).transform.position; } public override void FixedUpdate() { //IL_001e: Unknown result type (might be due to invalid IL or missing references) //IL_0028: 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) ((EntityState)this).FixedUpdate(); if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor)) { ((EntityState)this).characterMotor.velocity = Vector3.zero * -20f; } stopwatch += Time.fixedDeltaTime; if (stopwatch >= 0.05f) { stopwatch = 0f; int num = Random.Range(0, 101); if (num <= 10) { AkSoundEngine.PostEvent(Sounds.Play_DBZ_Broly_BM_PROJ_FIRE, ((EntityState)this).gameObject); } if (((EntityState)this).isAuthority) { Fire(); } } if (((EntityState)this).fixedAge >= duration && ((EntityState)this).isAuthority) { ((EntityState)this).outer.SetNextStateToMain(); } } private void Fire() { //IL_001a: Unknown result type (might be due to invalid IL or missing references) //IL_001f: 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) //IL_0029: 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_004a: Unknown result type (might be due to invalid IL or missing references) //IL_004f: 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) for (int i = 0; i < projectileCount; i++) { Vector3 val = Quaternion.AngleAxis((float)RoR2Application.rng.RangeInt(0, 360), Vector3.up) * Vector3.one; if (((EntityState)this).isAuthority) { ProjectileManager.instance.FireProjectile(Prefabs.meteorProjectile, ((EntityState)this).characterBody.corePosition, Util.QuaternionSafeLookRotation(val), ((EntityState)this).gameObject, ((EntityState)this).characterBody.damage * 2f, 200f, Util.CheckRoll(((EntityState)this).characterBody.crit, ((EntityState)this).characterBody.master), (DamageColorIndex)0, (GameObject)null, -1f); } } } public override void OnExit() { ((EntityState)this).OnExit(); if (Object.op_Implicit((Object)(object)base.skillBehaviour)) { base.skillBehaviour.SetExecutableSkills(-1); } if (Object.op_Implicit((Object)(object)shieldInstance)) { EntityState.Destroy((Object)(object)shieldInstance); } if (Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams)) { request.Dispose(); } } 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 BaseSpecialAlt : Secondary { public override void OnEnter() { if (Object.op_Implicit((Object)(object)((BaseDBZSkillState)this).skillBehaviour)) { ((BeamBaseState)this).baseKiCost = ((BaseDBZSkillState)this).skillBehaviour.baseSpecialCost; } ((BeamBaseState)this).chargeSFX = Sounds.Play_DBZ_Broly_GR_START; ((BeamBaseState)this).skillIndex = 3; base.OnEnter(); } public override void FixedUpdate() { base.FixedUpdate(); if (((EntityState)this).fixedAge >= 1.4f && ((EntityState)this).isAuthority) { ((EntityState)this).outer.SetNextState((EntityState)(object)new SpecialAltFire()); } } } internal class SpecialAltFire : BeamFire { private float stopwatch; private float bulletDelay = 0.4f; private int projectileCount = 1; public override void OnEnter() { base.beamSFX = Sounds.Play_DBZ_Broly_GR_FIRE; ((BeamFire)this).OnEnter(); } public override void FixedUpdate() { //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_0028: 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_0074: Unknown result type (might be due to invalid IL or missing references) //IL_0079: Unknown result type (might be due to invalid IL or missing references) //IL_007b: 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_0094: Unknown result type (might be due to invalid IL or missing references) //IL_0096: Unknown result type (might be due to invalid IL or missing references) //IL_00aa: Unknown result type (might be due to invalid IL or missing references) //IL_00af: Unknown result type (might be due to invalid IL or missing references) //IL_00b1: Unknown result type (might be due to invalid IL or missing references) //IL_00c5: Unknown result type (might be due to invalid IL or missing references) //IL_00ca: Unknown result type (might be due to invalid IL or missing references) //IL_00cc: Unknown result type (might be due to invalid IL or missing references) //IL_00ce: Unknown result type (might be due to invalid IL or missing references) //IL_00d0: Unknown result type (might be due to invalid IL or missing references) //IL_00d5: 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_00dc: 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_00e3: Unknown result type (might be due to invalid IL or missing references) //IL_00f1: Unknown result type (might be due to invalid IL or missing references) //IL_00f6: Unknown result type (might be due to invalid IL or missing references) //IL_00f8: Unknown result type (might be due to invalid IL or missing references) ((BeamFire)this).FixedUpdate(); stopwatch += Time.fixedDeltaTime; Ray val = (Object.op_Implicit((Object)(object)((BaseDBZSkillState)this).skillBehaviour) ? ((BaseDBZSkillState)this).skillBehaviour.aimRay : ((BaseState)this).GetAimRay()); if (!(stopwatch >= bulletDelay) || !((EntityState)this).isAuthority) { return; } for (int i = 0; i < projectileCount; i++) { if (((EntityState)this).isAuthority) { Vector3 direction = ((Ray)(ref val)).direction; Vector3 val2 = Vector3.up * Random.Range(0f, 1.5f); Vector3 val3 = Vector3.left * Random.Range(0f, 1f); Vector3 val4 = Vector3.right * Random.Range(0f, 1f); direction = direction + val2 + val3 + val4; ProjectileManager.instance.FireProjectile(Prefabs.meteorProjectile, ((Ray)(ref val)).origin, Util.QuaternionSafeLookRotation(direction), ((EntityState)this).gameObject, ((EntityState)this).characterBody.damage * 2f, 200f, Util.CheckRoll(((EntityState)this).characterBody.crit, ((EntityState)this).characterBody.master), (DamageColorIndex)0, (GameObject)null, -1f); } } int num = RoR2Application.rng.RangeInt(0, 101); if (num <= 10) { AkSoundEngine.PostEvent(Sounds.Play_DBZ_Broly_BM_PROJ_FIRE, ((EntityState)this).gameObject); } } } internal class Sounds { public static readonly uint Play_DBZ_Broly_BM_PROJ_FIRE = 138774938u; public static readonly uint Play_DBZ_Broly_Skill = 719813295u; public static readonly uint Play_DBZ_Broly_Kill = 849892544u; public static readonly uint Play_DBZ_Broly_HeavyDMGGrunt = 900023071u; public static readonly uint Play_DBZ_Broly_GR_START = 994274522u; public static readonly uint Play_DBZ_Broly_Death = 1131012950u; public static readonly uint Play_DBZ_Broly_LightDMGGrunt = 1316871422u; public static readonly uint Play_DBZ_Broly_BM_PROJ_HIT = 1628223241u; public static readonly uint Play_DBZ_Broly_BM_Fire = 1649943162u; public static readonly uint Play_DBZ_Broly_ATKGrunt = 1678111780u; public static readonly uint Play_DBZ_Broly_Powerup = 2410957748u; public static readonly uint Play_DBZ_Broly_GR_FIRE = 2582106326u; public static readonly uint Play_DBZ_Broly_BossKill = 2993290007u; public static readonly uint Play_DBZ_Broly_Intro = 3306289462u; public static readonly uint Play_DBZ_Broly_Passive = 3399426583u; public static readonly uint Play_DBZ_Broly_FinalBossEncounter = 3474272650u; public static readonly uint Play_DBZ_Broly_BM_START = 3940999334u; }