Decompiled source of ImpostorMod v0.5.0

ImpostorMod.dll

Decompiled 5 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using EntityStates;
using EntityStates.Commando;
using EntityStates.Commando.CommandoWeapon;
using HG;
using HG.BlendableTypes;
using ImpostorMod.Modules;
using ImpostorMod.Modules.Characters;
using ImpostorMod.Modules.Survivors;
using ImpostorMod.SkillStates;
using ImpostorMod.SkillStates.BaseStates;
using On.RoR2;
using R2API;
using R2API.Utils;
using RoR2;
using RoR2.Achievements;
using RoR2.Audio;
using RoR2.ContentManagement;
using RoR2.Projectile;
using RoR2.Skills;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Rendering;

[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("ImpostorMod")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("ImpostorMod")]
[assembly: AssemblyTitle("ImpostorMod")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: UnverifiableCode]
namespace ImpostorMod
{
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[NetworkCompatibility(/*Could not decode attribute arguments.*/)]
	[BepInPlugin("com.resyntax.impostor", "ImpostorMod", "0.4.5")]
	[R2APISubmoduleDependency(new string[] { "PrefabAPI", "LanguageAPI", "SoundAPI", "UnlockableAPI" })]
	public class ImpostorPlugin : BaseUnityPlugin
	{
		public const string MODUID = "com.resyntax.impostor";

		public const string MODNAME = "ImpostorMod";

		public const string MODVERSION = "0.4.5";

		public const string DEVELOPER_PREFIX = "RESYNTAX";

		public static ImpostorPlugin instance;

		private void Awake()
		{
			instance = this;
			Log.Init(((BaseUnityPlugin)this).Logger);
			Assets.Initialize();
			Config.ReadConfig();
			States.RegisterStates();
			Buffs.RegisterBuffs();
			Projectiles.RegisterProjectiles();
			Tokens.AddTokens();
			ItemDisplays.PopulateDisplays();
			new MyCharacter().Initialize();
			new ContentPacks().Initialize();
			Hook();
		}

		private void Hook()
		{
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_0012: Expected O, but got Unknown
			CharacterBody.RecalculateStats += new hook_RecalculateStats(CharacterBody_RecalculateStats);
		}

		private void CharacterBody_RecalculateStats(orig_RecalculateStats orig, CharacterBody self)
		{
			orig.Invoke(self);
			if (Object.op_Implicit((Object)(object)self) && self.HasBuff(Buffs.armorBuff))
			{
				self.armor += 300f;
			}
		}
	}
	internal static class Log
	{
		internal static ManualLogSource _logSource;

		internal static void Init(ManualLogSource logSource)
		{
			_logSource = logSource;
		}

		internal static void Debug(object data)
		{
			_logSource.LogDebug(data);
		}

		internal static void Error(object data)
		{
			_logSource.LogError(data);
		}

		internal static void Fatal(object data)
		{
			_logSource.LogFatal(data);
		}

		internal static void Info(object data)
		{
			_logSource.LogInfo(data);
		}

		internal static void Message(object data)
		{
			_logSource.LogMessage(data);
		}

		internal static void Warning(object data)
		{
			_logSource.LogWarning(data);
		}
	}
}
namespace ImpostorMod.SkillStates
{
	public class Roll : BaseSkillState
	{
		public static float duration = 1.5f;

		public static float initialSpeedCoefficient = 3f;

		public static float finalSpeedCoefficient = 2.5f;

		public static string dodgeSoundString = "HenryRoll";

		public static float dodgeFOV = DodgeState.dodgeFOV;

		private float rollSpeed;

		private Vector3 forwardDirection;

		private Animator animator;

		private Vector3 previousPosition;

		public override void OnEnter()
		{
			//IL_0045: 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_0098: 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_0069: 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_009d: 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_00a3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a9: 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_00b0: 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_00bd: 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_0072: Unknown result type (might be due to invalid IL or missing references)
			//IL_0077: 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_0114: 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_0139: 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_013e: 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_014c: 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_0153: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			animator = ((EntityState)this).GetModelAnimator();
			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);
			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;
			((EntityState)this).PlayAnimation("FullBody, Override", "Roll", "Roll.playbackRate", duration);
			Util.PlaySound(dodgeSoundString, ((EntityState)this).gameObject);
			if (NetworkServer.active)
			{
				((EntityState)this).characterBody.AddTimedBuff(Buffs.armorBuff, 3f * duration);
				((EntityState)this).characterBody.AddTimedBuff(Buffs.HiddenInvincibility, 0.5f * duration);
			}
		}

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

		public override void FixedUpdate()
		{
			//IL_0025: Unknown result type (might be due to invalid IL or missing references)
			//IL_006b: 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_0076: 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_007e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0083: 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_010a: Unknown result type (might be due to invalid IL or missing references)
			//IL_010f: 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_00ba: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bf: 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_00c4: 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_00e2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e7: 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_00fd: Unknown result type (might be due to invalid IL or missing references)
			((EntityState)this).FixedUpdate();
			RecalculateRollSpeed();
			if (Object.op_Implicit((Object)(object)((EntityState)this).characterDirection))
			{
				((EntityState)this).characterDirection.forward = forwardDirection;
			}
			if (Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams))
			{
				((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 num = Mathf.Max(Vector3.Dot(val2, forwardDirection), 0f);
				val2 = forwardDirection * num;
				val2.y = 0f;
				((EntityState)this).characterMotor.velocity = val2;
			}
			previousPosition = ((EntityState)this).transform.position;
			if (((EntityState)this).isAuthority && ((EntityState)this).fixedAge >= duration)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override void OnExit()
		{
			if (Object.op_Implicit((Object)(object)((EntityState)this).cameraTargetParams))
			{
				((EntityState)this).cameraTargetParams.fovOverride = -1f;
			}
			((EntityState)this).OnExit();
			((EntityState)this).characterMotor.disableAirControlUntilCollision = false;
		}

		public override void OnSerialize(NetworkWriter writer)
		{
			//IL_000b: Unknown result type (might be due to invalid IL or missing references)
			((BaseSkillState)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)
			((BaseSkillState)this).OnDeserialize(reader);
			forwardDirection = reader.ReadVector3();
		}
	}
	public class Shoot : BaseSkillState
	{
		public static float damageCoefficient = 4.2f;

		public static float procCoefficient = 1f;

		public static float baseDuration = 0.6f;

		public static float force = 800f;

		public static float recoil = 3f;

		public static float range = 256f;

		public static GameObject tracerEffectPrefab = LegacyResourcesAPI.Load<GameObject>("Prefabs/Effects/Tracers/TracerGoldGat");

		private float duration;

		private float fireTime;

		private bool hasFired;

		private string muzzleString;

		public override void OnEnter()
		{
			((BaseState)this).OnEnter();
			duration = baseDuration / ((BaseState)this).attackSpeedStat;
			fireTime = 0.2f * duration;
			((EntityState)this).characterBody.SetAimTimer(2f);
			muzzleString = "Muzzle";
			((EntityState)this).PlayAnimation("LeftArm, Override", "ShootGun", "ShootGun.playbackRate", 1.8f);
		}

		public override void OnExit()
		{
			((EntityState)this).OnExit();
		}

		private void Fire()
		{
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_0067: 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_00a0: 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_00aa: 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_00b8: 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_00c2: 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_00d6: 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_00dd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e2: 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_00e9: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f5: 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)
			//IL_0101: Unknown result type (might be due to invalid IL or missing references)
			//IL_0106: Unknown result type (might be due to invalid IL or missing references)
			//IL_010b: 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_0121: Unknown result type (might be due to invalid IL or missing references)
			//IL_012d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0139: 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_014c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0152: Unknown result type (might be due to invalid IL or missing references)
			//IL_0158: Unknown result type (might be due to invalid IL or missing references)
			//IL_0163: Unknown result type (might be due to invalid IL or missing references)
			//IL_016e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0175: Unknown result type (might be due to invalid IL or missing references)
			//IL_0176: Unknown result type (might be due to invalid IL or missing references)
			//IL_017b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0180: Unknown result type (might be due to invalid IL or missing references)
			//IL_0187: Unknown result type (might be due to invalid IL or missing references)
			//IL_0192: Unknown result type (might be due to invalid IL or missing references)
			//IL_019d: Unknown result type (might be due to invalid IL or missing references)
			//IL_01a8: Unknown result type (might be due to invalid IL or missing references)
			//IL_01aa: Unknown result type (might be due to invalid IL or missing references)
			//IL_01af: Unknown result type (might be due to invalid IL or missing references)
			if (!hasFired)
			{
				hasFired = true;
				((EntityState)this).characterBody.AddSpreadBloom(1.5f);
				EffectManager.SimpleMuzzleFlash(FirePistol2.muzzleEffectPrefab, ((EntityState)this).gameObject, muzzleString, false);
				Util.PlaySound("HenryShootPistol", ((EntityState)this).gameObject);
				if (((EntityState)this).isAuthority)
				{
					Ray aimRay = ((BaseState)this).GetAimRay();
					((BaseState)this).AddRecoil(-1f * recoil, -2f * recoil, -0.5f * recoil, 0.5f * recoil);
					new BulletAttack
					{
						bulletCount = 1u,
						aimVector = ((Ray)(ref aimRay)).direction,
						origin = ((Ray)(ref aimRay)).origin,
						damage = damageCoefficient * ((BaseState)this).damageStat,
						damageColorIndex = (DamageColorIndex)0,
						damageType = (DamageType)0,
						falloffModel = (FalloffModel)1,
						maxDistance = range,
						force = force,
						hitMask = CommonMasks.bullet,
						minSpread = 0f,
						maxSpread = 0f,
						isCrit = ((BaseState)this).RollCrit(),
						owner = ((EntityState)this).gameObject,
						muzzleName = muzzleString,
						smartCollision = false,
						procChainMask = default(ProcChainMask),
						procCoefficient = procCoefficient,
						radius = 0.75f,
						sniper = false,
						stopperMask = CommonMasks.bullet,
						weapon = null,
						tracerEffectPrefab = tracerEffectPrefab,
						spreadPitchScale = 0f,
						spreadYawScale = 0f,
						queryTriggerInteraction = (QueryTriggerInteraction)0,
						hitEffectPrefab = FirePistol2.hitEffectPrefab
					}.Fire();
				}
			}
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (((EntityState)this).fixedAge >= fireTime)
			{
				Fire();
			}
			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 SlashCombo : BaseMeleeAttack
	{
		public override void OnEnter()
		{
			//IL_000e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0035: 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_00da: 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)
			hitboxName = "Sword";
			damageType = (DamageType)0;
			damageCoefficient = 2.5f;
			procCoefficient = 1f;
			pushForce = 100f;
			bonusForce = Vector3.zero;
			baseDuration = 1f;
			attackStartTime = 0.1f;
			attackEndTime = 0.3f;
			baseEarlyExitTime = 0.7f;
			hitStopDuration = 0.012f;
			attackRecoil = 1f;
			hitHopVelocity = 2f;
			swingSoundString = "HenrySwordSwing";
			hitSoundString = "";
			muzzleString = ((swingIndex % 2 == 0) ? "SwingLeft" : "SwingRight");
			swingEffectPrefab = Assets.swordSwingEffect;
			hitEffectPrefab = Assets.swordHitImpactEffect;
			impactSound = Assets.swordHitSoundEvent.index;
			base.OnEnter();
		}

		protected override void PlayAttackAnimation()
		{
			base.PlayAttackAnimation();
		}

		protected override void PlaySwingEffect()
		{
			base.PlaySwingEffect();
		}

		protected override void OnHitEnemyAuthority()
		{
			base.OnHitEnemyAuthority();
		}

		protected override void SetNextState()
		{
			int num = ((swingIndex == 0) ? 1 : 0);
			((EntityState)this).outer.SetNextState((EntityState)(object)new SlashCombo
			{
				swingIndex = num
			});
		}

		public override void OnExit()
		{
			base.OnExit();
		}
	}
	public class ThrowBomb : BaseMeleeAttack
	{
		public override void OnEnter()
		{
			//IL_000e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0035: 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_00da: 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)
			hitboxName = "Sword";
			damageType = (DamageType)0;
			damageCoefficient = 69f;
			procCoefficient = 1f;
			pushForce = 100f;
			bonusForce = Vector3.zero;
			baseDuration = 2f;
			attackStartTime = 0.2f;
			attackEndTime = 0.6f;
			baseEarlyExitTime = 1.7f;
			hitStopDuration = 0.012f;
			attackRecoil = 1f;
			hitHopVelocity = 2f;
			swingSoundString = "HenrySwordSwing";
			hitSoundString = "";
			muzzleString = ((swingIndex % 2 == 0) ? "SwingLeft" : "SwingRight");
			swingEffectPrefab = Assets.swordSwingEffect;
			hitEffectPrefab = Assets.swordHitImpactEffect;
			impactSound = Assets.swordHitSoundEvent.index;
			base.OnEnter();
		}

		protected override void PlayAttackAnimation()
		{
			base.PlayAttackAnimation();
		}

		protected override void PlaySwingEffect()
		{
			base.PlaySwingEffect();
		}

		protected override void OnHitEnemyAuthority()
		{
			base.OnHitEnemyAuthority();
		}

		protected override void SetNextState()
		{
			int num = ((swingIndex == 0) ? 1 : 0);
			((EntityState)this).outer.SetNextState((EntityState)(object)new SlashCombo
			{
				swingIndex = num
			});
		}

		public override void OnExit()
		{
			base.OnExit();
		}
	}
}
namespace ImpostorMod.SkillStates.BaseStates
{
	public class BaseMeleeAttack : BaseSkillState
	{
		public int swingIndex;

		protected string hitboxName = "Sword";

		protected DamageType damageType = (DamageType)0;

		protected float damageCoefficient = 3.5f;

		protected float procCoefficient = 1f;

		protected float pushForce = 300f;

		protected Vector3 bonusForce = Vector3.zero;

		protected float baseDuration = 1f;

		protected float attackStartTime = 0.2f;

		protected float attackEndTime = 0.4f;

		protected float baseEarlyExitTime = 0.4f;

		protected float hitStopDuration = 0.012f;

		protected float attackRecoil = 0.75f;

		protected float hitHopVelocity = 4f;

		protected bool cancelled = false;

		protected string swingSoundString = "";

		protected string hitSoundString = "";

		protected string muzzleString = "SwingCenter";

		protected GameObject swingEffectPrefab;

		protected GameObject hitEffectPrefab;

		protected NetworkSoundEventIndex impactSound;

		private float earlyExitTime;

		public float duration;

		private bool hasFired;

		private float hitPauseTimer;

		private OverlapAttack attack;

		protected bool inHitPause;

		private bool hasHopped;

		protected float stopwatch;

		protected Animator animator;

		private HitStopCachedState hitStopCachedState;

		private Vector3 storedVelocity;

		public override void OnEnter()
		{
			//IL_00ac: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b6: Expected O, but got Unknown
			//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c2: 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_00f5: Unknown result type (might be due to invalid IL or missing references)
			//IL_013b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0140: Unknown result type (might be due to invalid IL or missing references)
			//IL_017a: Unknown result type (might be due to invalid IL or missing references)
			//IL_017f: Unknown result type (might be due to invalid IL or missing references)
			((BaseState)this).OnEnter();
			duration = baseDuration / ((BaseState)this).attackSpeedStat;
			earlyExitTime = baseEarlyExitTime / ((BaseState)this).attackSpeedStat;
			hasFired = false;
			animator = ((EntityState)this).GetModelAnimator();
			((BaseState)this).StartAimMode(0.5f + duration, false);
			((EntityState)this).characterBody.outOfCombatStopwatch = 0f;
			animator.SetBool("attacking", true);
			HitBoxGroup hitBoxGroup = null;
			Transform modelTransform = ((EntityState)this).GetModelTransform();
			if (Object.op_Implicit((Object)(object)modelTransform))
			{
				hitBoxGroup = Array.Find(((Component)modelTransform).GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == hitboxName);
			}
			PlayAttackAnimation();
			attack = new OverlapAttack();
			attack.damageType = damageType;
			attack.attacker = ((EntityState)this).gameObject;
			attack.inflictor = ((EntityState)this).gameObject;
			attack.teamIndex = ((BaseState)this).GetTeam();
			attack.damage = damageCoefficient * ((BaseState)this).damageStat;
			attack.procCoefficient = procCoefficient;
			attack.hitEffectPrefab = hitEffectPrefab;
			attack.forceVector = bonusForce;
			attack.pushAwayForce = pushForce;
			attack.hitBoxGroup = hitBoxGroup;
			attack.isCrit = ((BaseState)this).RollCrit();
			attack.impactSound = impactSound;
		}

		protected virtual void PlayAttackAnimation()
		{
			((EntityState)this).PlayCrossfade("Gesture, Override", "Slash" + (1 + swingIndex), "Slash.playbackRate", duration, 0.05f);
		}

		public override void OnExit()
		{
			if (!hasFired && !cancelled)
			{
				FireAttack();
			}
			((EntityState)this).OnExit();
			animator.SetBool("attacking", false);
		}

		protected virtual void PlaySwingEffect()
		{
			EffectManager.SimpleMuzzleFlash(swingEffectPrefab, ((EntityState)this).gameObject, muzzleString, true);
		}

		protected virtual void OnHitEnemyAuthority()
		{
			//IL_0090: 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_00ad: 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)
			Util.PlaySound(hitSoundString, ((EntityState)this).gameObject);
			if (!hasHopped)
			{
				if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor) && !((EntityState)this).characterMotor.isGrounded && hitHopVelocity > 0f)
				{
					((BaseState)this).SmallHop(((EntityState)this).characterMotor, hitHopVelocity);
				}
				hasHopped = true;
			}
			if (!inHitPause && hitStopDuration > 0f)
			{
				storedVelocity = ((EntityState)this).characterMotor.velocity;
				hitStopCachedState = ((BaseState)this).CreateHitStopCachedState(((EntityState)this).characterMotor, animator, "Slash.playbackRate");
				hitPauseTimer = hitStopDuration / ((BaseState)this).attackSpeedStat;
				inHitPause = true;
			}
		}

		private void FireAttack()
		{
			if (!hasFired)
			{
				hasFired = true;
				Util.PlayAttackSpeedSound(swingSoundString, ((EntityState)this).gameObject, ((BaseState)this).attackSpeedStat);
				if (((EntityState)this).isAuthority)
				{
					PlaySwingEffect();
					((BaseState)this).AddRecoil(-1f * attackRecoil, -2f * attackRecoil, -0.5f * attackRecoil, 0.5f * attackRecoil);
				}
			}
			if (((EntityState)this).isAuthority && attack.Fire((List<HurtBox>)null))
			{
				OnHitEnemyAuthority();
			}
		}

		protected virtual void SetNextState()
		{
			int num = ((swingIndex == 0) ? 1 : 0);
			((EntityState)this).outer.SetNextState((EntityState)(object)new BaseMeleeAttack
			{
				swingIndex = num
			});
		}

		public override void FixedUpdate()
		{
			//IL_0037: 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_0061: 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)
			((EntityState)this).FixedUpdate();
			hitPauseTimer -= Time.fixedDeltaTime;
			if (hitPauseTimer <= 0f && inHitPause)
			{
				((BaseState)this).ConsumeHitStopCachedState(hitStopCachedState, ((EntityState)this).characterMotor, animator);
				inHitPause = false;
				((EntityState)this).characterMotor.velocity = storedVelocity;
			}
			if (!inHitPause)
			{
				stopwatch += Time.fixedDeltaTime;
			}
			else
			{
				if (Object.op_Implicit((Object)(object)((EntityState)this).characterMotor))
				{
					((EntityState)this).characterMotor.velocity = Vector3.zero;
				}
				if (Object.op_Implicit((Object)(object)animator))
				{
					animator.SetFloat("Swing.playbackRate", 0f);
				}
			}
			if (stopwatch >= duration * attackStartTime && stopwatch <= duration * attackEndTime)
			{
				FireAttack();
			}
			if (stopwatch >= duration - earlyExitTime && ((EntityState)this).isAuthority && ((EntityState)this).inputBank.skill1.down)
			{
				if (!hasFired)
				{
					FireAttack();
				}
				SetNextState();
			}
			else if (stopwatch >= duration && ((EntityState)this).isAuthority)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override InterruptPriority GetMinimumInterruptPriority()
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			return (InterruptPriority)1;
		}

		public override void OnSerialize(NetworkWriter writer)
		{
			((BaseSkillState)this).OnSerialize(writer);
			writer.Write(swingIndex);
		}

		public override void OnDeserialize(NetworkReader reader)
		{
			((BaseSkillState)this).OnDeserialize(reader);
			swingIndex = reader.ReadInt32();
		}
	}
	public class BaseTimedSkillState : BaseSkillState
	{
		public static float TimedBaseDuration;

		public static float TimedBaseCastStartTime;

		public static float TimedBaseCastEndTime;

		protected float duration;

		protected float castStartTime;

		protected float castEndTime;

		protected bool hasFired;

		protected bool isFiring;

		protected bool hasExited;

		protected virtual void InitDurationValues(float baseDuration, float baseCastStartTime, float baseCastEndTime = 1f)
		{
			TimedBaseDuration = baseDuration;
			TimedBaseCastStartTime = baseCastStartTime;
			TimedBaseCastEndTime = baseCastEndTime;
			duration = TimedBaseDuration / ((BaseState)this).attackSpeedStat;
			castStartTime = baseCastStartTime * duration;
			castEndTime = baseCastEndTime * duration;
		}

		protected virtual void OnCastEnter()
		{
		}

		protected virtual void OnCastFixedUpdate()
		{
		}

		protected virtual void OnCastUpdate()
		{
		}

		protected virtual void OnCastExit()
		{
		}

		public override void FixedUpdate()
		{
			((EntityState)this).FixedUpdate();
			if (!hasFired && ((EntityState)this).fixedAge > castStartTime)
			{
				hasFired = true;
				OnCastEnter();
			}
			bool flag = ((EntityState)this).fixedAge >= castStartTime;
			bool flag2 = ((EntityState)this).fixedAge >= castEndTime;
			isFiring = false;
			if ((flag && !flag2) || (flag && flag2 && !hasFired))
			{
				isFiring = true;
				OnCastFixedUpdate();
			}
			if (flag2 && !hasExited)
			{
				hasExited = true;
				OnCastExit();
			}
			if (((EntityState)this).fixedAge > duration)
			{
				((EntityState)this).outer.SetNextStateToMain();
			}
		}

		public override void Update()
		{
			((EntityState)this).Update();
			if (isFiring)
			{
				OnCastUpdate();
			}
		}
	}
	public class ExampleTimedSkillState : BaseTimedSkillState
	{
		public static float SkillBaseDuration = 1.5f;

		public static float SkillStartTime = 0.2f;

		public static float SkillEndTime = 0.9f;

		public override void OnEnter()
		{
			((BaseState)this).OnEnter();
			InitDurationValues(SkillBaseDuration, SkillStartTime, SkillEndTime);
		}

		protected override void OnCastEnter()
		{
		}

		protected override void OnCastFixedUpdate()
		{
		}

		protected override void OnCastExit()
		{
		}
	}
	public class ExampleDelayedSkillState : BaseTimedSkillState
	{
		public static float SkillBaseDuration = 1.5f;

		public static float SkillStartTime = 0.2f;

		public override void OnEnter()
		{
			((BaseState)this).OnEnter();
			InitDurationValues(SkillBaseDuration, SkillStartTime);
		}

		protected override void OnCastEnter()
		{
		}
	}
}
namespace ImpostorMod.Modules
{
	internal static class Assets
	{
		internal static AssetBundle mainAssetBundle;

		internal static GameObject swordSwingEffect;

		internal static GameObject swordHitImpactEffect;

		internal static GameObject bombExplosionEffect;

		internal static NetworkSoundEventDef swordHitSoundEvent;

		internal static Shader hotpoo = LegacyResourcesAPI.Load<Shader>("Shaders/Deferred/HGStandard");

		internal static Material commandoMat;

		private static string[] assetNames = new string[0];

		private const string assetbundleName = "impostorassets_new";

		private const string csProjName = "ImpostorMod";

		internal static void Initialize()
		{
			LoadAssetBundle();
			LoadSoundbank();
			PopulateAssets();
		}

		internal static void LoadAssetBundle()
		{
			try
			{
				if ((Object)(object)mainAssetBundle == (Object)null)
				{
					using Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("ImpostorMod.impostorassets_new");
					mainAssetBundle = AssetBundle.LoadFromStream(stream);
				}
			}
			catch (Exception ex)
			{
				Log.Error("Failed to load assetbundle. Make sure your assetbundle name is setup correctly\n" + ex);
				return;
			}
			assetNames = mainAssetBundle.GetAllAssetNames();
		}

		internal static void LoadSoundbank()
		{
			using Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("ImpostorMod.HenryBank.bnk");
			byte[] array = new byte[stream.Length];
			stream.Read(array, 0, array.Length);
			SoundBanks.Add(array);
		}

		internal static void PopulateAssets()
		{
			//IL_0087: 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_00b2: Unknown result type (might be due to invalid IL or missing references)
			if (!Object.op_Implicit((Object)(object)mainAssetBundle))
			{
				Log.Error("There is no AssetBundle to load assets from.");
				return;
			}
			swordHitSoundEvent = CreateNetworkSoundEventDef("HenrySwordHit");
			bombExplosionEffect = LoadEffect("BombExplosionEffect", "HenryBombExplosion");
			if (Object.op_Implicit((Object)(object)bombExplosionEffect))
			{
				ShakeEmitter val = bombExplosionEffect.AddComponent<ShakeEmitter>();
				val.amplitudeTimeDecay = true;
				val.duration = 0.5f;
				val.radius = 200f;
				val.scaleShakeRadiusWithLocalScale = false;
				val.wave = new Wave
				{
					amplitude = 1f,
					frequency = 40f,
					cycleOffset = 0f
				};
			}
			swordSwingEffect = LoadEffect("HenrySwordSwingEffect", parentToTransform: true);
			swordHitImpactEffect = LoadEffect("ImpactHenrySlash");
		}

		private static GameObject CreateTracer(string originalTracerName, string newTracerName)
		{
			if ((Object)(object)LegacyResourcesAPI.Load<GameObject>("Prefabs/Effects/Tracers/" + originalTracerName) == (Object)null)
			{
				return null;
			}
			GameObject val = PrefabAPI.InstantiateClone(LegacyResourcesAPI.Load<GameObject>("Prefabs/Effects/Tracers/" + originalTracerName), newTracerName, true);
			if (!Object.op_Implicit((Object)(object)val.GetComponent<EffectComponent>()))
			{
				val.AddComponent<EffectComponent>();
			}
			if (!Object.op_Implicit((Object)(object)val.GetComponent<VFXAttributes>()))
			{
				val.AddComponent<VFXAttributes>();
			}
			if (!Object.op_Implicit((Object)(object)val.GetComponent<NetworkIdentity>()))
			{
				val.AddComponent<NetworkIdentity>();
			}
			val.GetComponent<Tracer>().speed = 250f;
			val.GetComponent<Tracer>().length = 50f;
			AddNewEffectDef(val);
			return val;
		}

		internal static NetworkSoundEventDef CreateNetworkSoundEventDef(string eventName)
		{
			NetworkSoundEventDef val = ScriptableObject.CreateInstance<NetworkSoundEventDef>();
			val.akId = AkSoundEngine.GetIDFromString(eventName);
			val.eventName = eventName;
			Content.AddNetworkSoundEventDef(val);
			return val;
		}

		internal static void ConvertAllRenderersToHopooShader(GameObject objectToConvert)
		{
			if (!Object.op_Implicit((Object)(object)objectToConvert))
			{
				return;
			}
			Renderer[] componentsInChildren = objectToConvert.GetComponentsInChildren<Renderer>();
			foreach (Renderer val in componentsInChildren)
			{
				if (val != null)
				{
					val.material?.SetHopooMaterial();
				}
			}
		}

		internal static RendererInfo[] SetupRendererInfos(GameObject obj)
		{
			//IL_001a: 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_0049: 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)
			MeshRenderer[] componentsInChildren = obj.GetComponentsInChildren<MeshRenderer>();
			RendererInfo[] array = (RendererInfo[])(object)new RendererInfo[componentsInChildren.Length];
			for (int i = 0; i < componentsInChildren.Length; i++)
			{
				array[i] = new RendererInfo
				{
					defaultMaterial = ((Renderer)componentsInChildren[i]).material,
					renderer = (Renderer)(object)componentsInChildren[i],
					defaultShadowCastingMode = (ShadowCastingMode)1,
					ignoreOverlays = false
				};
			}
			return array;
		}

		public static GameObject LoadSurvivorModel(string modelName)
		{
			GameObject val = mainAssetBundle.LoadAsset<GameObject>(modelName);
			if ((Object)(object)val == (Object)null)
			{
				Log.Error("Trying to load a null model- check to see if the name in your code matches the name of the object in Unity");
				return null;
			}
			return PrefabAPI.InstantiateClone(val, ((Object)val).name, false);
		}

		internal static Texture LoadCharacterIconGeneric(string characterName)
		{
			return mainAssetBundle.LoadAsset<Texture>("tex" + characterName + "Icon");
		}

		internal static GameObject LoadCrosshair(string crosshairName)
		{
			if ((Object)(object)LegacyResourcesAPI.Load<GameObject>("Prefabs/Crosshair/" + crosshairName + "Crosshair") == (Object)null)
			{
				return LegacyResourcesAPI.Load<GameObject>("Prefabs/Crosshair/StandardCrosshair");
			}
			return LegacyResourcesAPI.Load<GameObject>("Prefabs/Crosshair/" + crosshairName + "Crosshair");
		}

		private static GameObject LoadEffect(string resourceName)
		{
			return LoadEffect(resourceName, "", parentToTransform: false);
		}

		private static GameObject LoadEffect(string resourceName, string soundName)
		{
			return LoadEffect(resourceName, soundName, parentToTransform: false);
		}

		private static GameObject LoadEffect(string resourceName, bool parentToTransform)
		{
			return LoadEffect(resourceName, "", parentToTransform);
		}

		private static GameObject LoadEffect(string resourceName, string soundName, bool parentToTransform)
		{
			//IL_0091: 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)
			bool flag = false;
			for (int i = 0; i < assetNames.Length; i++)
			{
				if (assetNames[i].Contains(resourceName.ToLowerInvariant()))
				{
					flag = true;
					i = assetNames.Length;
				}
			}
			if (!flag)
			{
				Log.Error("Failed to load effect: " + resourceName + " because it does not exist in the AssetBundle");
				return null;
			}
			GameObject val = mainAssetBundle.LoadAsset<GameObject>(resourceName);
			val.AddComponent<DestroyOnTimer>().duration = 12f;
			val.AddComponent<NetworkIdentity>();
			val.AddComponent<VFXAttributes>().vfxPriority = (VFXPriority)2;
			EffectComponent val2 = val.AddComponent<EffectComponent>();
			val2.applyScale = false;
			val2.effectIndex = (EffectIndex)(-1);
			val2.parentToReferencedTransform = parentToTransform;
			val2.positionAtReferencedTransform = true;
			val2.soundName = soundName;
			AddNewEffectDef(val, soundName);
			return val;
		}

		private static void AddNewEffectDef(GameObject effectPrefab)
		{
			AddNewEffectDef(effectPrefab, "");
		}

		private static void AddNewEffectDef(GameObject effectPrefab, string soundName)
		{
			//IL_0001: Unknown result type (might be due to invalid IL or missing references)
			//IL_0007: Expected O, but got Unknown
			EffectDef val = new EffectDef();
			val.prefab = effectPrefab;
			val.prefabEffectComponent = effectPrefab.GetComponent<EffectComponent>();
			val.prefabName = ((Object)effectPrefab).name;
			val.prefabVfxAttributes = effectPrefab.GetComponent<VFXAttributes>();
			val.spawnSoundEventName = soundName;
			Content.AddEffectDef(val);
		}
	}
	public static class Buffs
	{
		internal static BuffDef armorBuff;

		internal static void RegisterBuffs()
		{
			//IL_0010: Unknown result type (might be due to invalid IL or missing references)
			armorBuff = AddNewBuff("HenryArmorBuff", LegacyResourcesAPI.Load<Sprite>("Textures/BuffIcons/texBuffGenericShield"), Color.white, canStack: false, isDebuff: false);
		}

		internal static BuffDef AddNewBuff(string buffName, Sprite buffIcon, Color buffColor, bool canStack, bool isDebuff)
		{
			//IL_0010: 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)
			BuffDef val = ScriptableObject.CreateInstance<BuffDef>();
			((Object)val).name = buffName;
			val.buffColor = buffColor;
			val.canStack = canStack;
			val.isDebuff = isDebuff;
			val.eliteDef = null;
			val.iconSprite = buffIcon;
			Content.AddBuffDef(val);
			return val;
		}
	}
	public static class Config
	{
		public static void ReadConfig()
		{
		}

		public static ConfigEntry<bool> CharacterEnableConfig(string characterName, string description = "Set to false to disable this character", bool enabledDefault = true)
		{
			return ((BaseUnityPlugin)ImpostorPlugin.instance).Config.Bind<bool>("General", "Enable " + characterName, enabledDefault, description);
		}
	}
	internal class ContentPacks : IContentPackProvider
	{
		internal ContentPack contentPack = new ContentPack();

		public static List<GameObject> bodyPrefabs = new List<GameObject>();

		public static List<GameObject> masterPrefabs = new List<GameObject>();

		public static List<GameObject> projectilePrefabs = new List<GameObject>();

		public static List<SurvivorDef> survivorDefs = new List<SurvivorDef>();

		public static List<UnlockableDef> unlockableDefs = new List<UnlockableDef>();

		public static List<SkillFamily> skillFamilies = new List<SkillFamily>();

		public static List<SkillDef> skillDefs = new List<SkillDef>();

		public static List<Type> entityStates = new List<Type>();

		public static List<BuffDef> buffDefs = new List<BuffDef>();

		public static List<EffectDef> effectDefs = new List<EffectDef>();

		public static List<NetworkSoundEventDef> networkSoundEventDefs = new List<NetworkSoundEventDef>();

		public string identifier => "com.resyntax.impostor";

		public void Initialize()
		{
			//IL_0008: Unknown result type (might be due to invalid IL or missing references)
			//IL_0012: Expected O, but got Unknown
			ContentManager.collectContentPackProviders += new CollectContentPackProvidersDelegate(ContentManager_collectContentPackProviders);
		}

		private void ContentManager_collectContentPackProviders(AddContentPackProviderDelegate addContentPackProvider)
		{
			addContentPackProvider.Invoke((IContentPackProvider)(object)this);
		}

		public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args)
		{
			contentPack.identifier = identifier;
			contentPack.bodyPrefabs.Add(bodyPrefabs.ToArray());
			contentPack.masterPrefabs.Add(masterPrefabs.ToArray());
			contentPack.projectilePrefabs.Add(projectilePrefabs.ToArray());
			contentPack.survivorDefs.Add(survivorDefs.ToArray());
			contentPack.unlockableDefs.Add(unlockableDefs.ToArray());
			contentPack.skillDefs.Add(skillDefs.ToArray());
			contentPack.skillFamilies.Add(skillFamilies.ToArray());
			contentPack.entityStateTypes.Add(entityStates.ToArray());
			contentPack.buffDefs.Add(buffDefs.ToArray());
			contentPack.effectDefs.Add(effectDefs.ToArray());
			contentPack.networkSoundEventDefs.Add(networkSoundEventDefs.ToArray());
			args.ReportProgress(1f);
			yield break;
		}

		public IEnumerator GenerateContentPackAsync(GetContentPackAsyncArgs args)
		{
			ContentPack.Copy(contentPack, args.output);
			args.ReportProgress(1f);
			yield break;
		}

		public IEnumerator FinalizeAsync(FinalizeAsyncArgs args)
		{
			args.ReportProgress(1f);
			yield break;
		}
	}
	internal class Content
	{
		public static void AddCharacterBodyPrefab(GameObject bprefab)
		{
			ContentPacks.bodyPrefabs.Add(bprefab);
		}

		public static void AddMasterPrefab(GameObject prefab)
		{
			ContentPacks.masterPrefabs.Add(prefab);
		}

		public static void AddProjectilePrefab(GameObject prefab)
		{
			ContentPacks.projectilePrefabs.Add(prefab);
		}

		public static void AddSurvivorDef(SurvivorDef survivorDef)
		{
			ContentPacks.survivorDefs.Add(survivorDef);
		}

		public static void AddUnlockableDef(UnlockableDef unlockableDef)
		{
			ContentPacks.unlockableDefs.Add(unlockableDef);
		}

		public static void AddSkillDef(SkillDef skillDef)
		{
			ContentPacks.skillDefs.Add(skillDef);
		}

		public static void AddSkillFamily(SkillFamily skillFamily)
		{
			ContentPacks.skillFamilies.Add(skillFamily);
		}

		public static void AddEntityState(Type entityState)
		{
			ContentPacks.entityStates.Add(entityState);
		}

		public static void AddBuffDef(BuffDef buffDef)
		{
			ContentPacks.buffDefs.Add(buffDef);
		}

		public static void AddEffectDef(EffectDef effectDef)
		{
			ContentPacks.effectDefs.Add(effectDef);
		}

		public static void AddNetworkSoundEventDef(NetworkSoundEventDef networkSoundEventDef)
		{
			ContentPacks.networkSoundEventDefs.Add(networkSoundEventDef);
		}
	}
	internal static class Helpers
	{
		internal const string agilePrefix = "<style=cIsUtility>Agile.</style> ";

		internal static string ScepterDescription(string desc)
		{
			return "\n<color=#d299ff>SCEPTER: " + desc + "</color>";
		}

		public static T[] Append<T>(ref T[] array, List<T> list)
		{
			int num = array.Length;
			int count = list.Count;
			Array.Resize(ref array, num + count);
			list.CopyTo(array, num);
			return array;
		}

		public static Func<T[], T[]> AppendDel<T>(List<T> list)
		{
			return (T[] r) => Append(ref r, list);
		}
	}
	internal static class ItemDisplays
	{
		private static Dictionary<string, GameObject> itemDisplayPrefabs = new Dictionary<string, GameObject>();

		internal static void PopulateDisplays()
		{
			PopulateFromBody("MageBody");
			PopulateFromBody("LunarExploderBody");
			PopulateCustomLightningArm();
		}

		private static void PopulateFromBody(string bodyName)
		{
			ItemDisplayRuleSet itemDisplayRuleSet = ((Component)LegacyResourcesAPI.Load<GameObject>("Prefabs/CharacterBodies/" + bodyName).GetComponent<ModelLocator>().modelTransform).GetComponent<CharacterModel>().itemDisplayRuleSet;
			KeyAssetRuleGroup[] keyAssetRuleGroups = itemDisplayRuleSet.keyAssetRuleGroups;
			for (int i = 0; i < keyAssetRuleGroups.Length; i++)
			{
				ItemDisplayRule[] rules = keyAssetRuleGroups[i].displayRuleGroup.rules;
				for (int j = 0; j < rules.Length; j++)
				{
					GameObject followerPrefab = rules[j].followerPrefab;
					if (Object.op_Implicit((Object)(object)followerPrefab))
					{
						string key = ((Object)followerPrefab).name?.ToLowerInvariant();
						if (!itemDisplayPrefabs.ContainsKey(key))
						{
							itemDisplayPrefabs[key] = followerPrefab;
						}
					}
				}
			}
		}

		private static void PopulateCustomLightningArm()
		{
			GameObject val = PrefabAPI.InstantiateClone(itemDisplayPrefabs["displaylightningarmright"], "DisplayLightningCustom", false);
			LimbMatcher component = val.GetComponent<LimbMatcher>();
			component.limbPairs[0].targetChildLimb = "LightningArm1";
			component.limbPairs[1].targetChildLimb = "LightningArm2";
			component.limbPairs[2].targetChildLimb = "LightningArmEnd";
			itemDisplayPrefabs["displaylightningarmcustom"] = val;
		}

		public static GameObject LoadDisplay(string name)
		{
			if (itemDisplayPrefabs.ContainsKey(name.ToLowerInvariant()) && Object.op_Implicit((Object)(object)itemDisplayPrefabs[name.ToLowerInvariant()]))
			{
				return itemDisplayPrefabs[name.ToLowerInvariant()];
			}
			Log.Error("item display " + name + " returned null");
			return null;
		}
	}
	internal static class Materials
	{
		private static List<Material> cachedMaterials = new List<Material>();

		public static Material CreateHopooMaterial(string materialName)
		{
			//IL_0074: Unknown result type (might be due to invalid IL or missing references)
			//IL_007a: Expected O, but got Unknown
			Material val = cachedMaterials.Find(delegate(Material mat)
			{
				materialName.Replace(" (Instance)", "");
				return ((Object)mat).name.Contains(materialName);
			});
			if (Object.op_Implicit((Object)(object)val))
			{
				return val;
			}
			val = Assets.mainAssetBundle.LoadAsset<Material>(materialName);
			if (!Object.op_Implicit((Object)(object)val))
			{
				Log.Error("Failed to load material: " + materialName + " - Check to see that the material in your Unity project matches this name");
				return new Material(Assets.hotpoo);
			}
			return val.SetHopooMaterial();
		}

		public static Material SetHopooMaterial(this Material tempMat)
		{
			//IL_0089: Unknown result type (might be due to invalid IL or missing references)
			//IL_0066: Unknown result type (might be due to invalid IL or missing references)
			//IL_0107: Unknown result type (might be due to invalid IL or missing references)
			if (cachedMaterials.Contains(tempMat))
			{
				return tempMat;
			}
			float? num = null;
			Color? val = null;
			if (tempMat.IsKeywordEnabled("_NORMALMAP"))
			{
				num = tempMat.GetFloat("_BumpScale");
			}
			if (tempMat.IsKeywordEnabled("_EMISSION"))
			{
				val = tempMat.GetColor("_EmissionColor");
			}
			tempMat.shader = Assets.hotpoo;
			tempMat.SetColor("_Color", tempMat.GetColor("_Color"));
			tempMat.SetTexture("_MainTex", tempMat.GetTexture("_MainTex"));
			tempMat.SetTexture("_EmTex", tempMat.GetTexture("_EmissionMap"));
			tempMat.EnableKeyword("DITHER");
			if (num.HasValue)
			{
				tempMat.SetFloat("_NormalStrength", num.Value);
			}
			if (val.HasValue)
			{
				tempMat.SetColor("_EmColor", val.Value);
				tempMat.SetFloat("_EmPower", 1f);
			}
			if (tempMat.IsKeywordEnabled("NOCULL"))
			{
				tempMat.SetInt("_Cull", 0);
			}
			if (tempMat.IsKeywordEnabled("LIMBREMOVAL"))
			{
				tempMat.SetInt("_LimbRemovalOn", 1);
			}
			cachedMaterials.Add(tempMat);
			return tempMat;
		}

		public static Material MakeUnique(this Material material)
		{
			//IL_0012: Unknown result type (might be due to invalid IL or missing references)
			//IL_0018: Expected O, but got Unknown
			if (cachedMaterials.Contains(material))
			{
				return new Material(material);
			}
			return material;
		}

		public static Material SetColor(this Material material, Color color)
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			material.SetColor("_Color", color);
			return material;
		}

		public static Material SetNormal(this Material material, float normalStrength = 1f)
		{
			material.SetFloat("_NormalStrength", normalStrength);
			return material;
		}

		public static Material SetEmission(this Material material)
		{
			return material.SetEmission(1f);
		}

		public static Material SetEmission(this Material material, float emission)
		{
			//IL_0002: Unknown result type (might be due to invalid IL or missing references)
			return material.SetEmission(emission, Color.white);
		}

		public static Material SetEmission(this Material material, float emission, Color emissionColor)
		{
			//IL_0014: Unknown result type (might be due to invalid IL or missing references)
			material.SetFloat("_EmPower", emission);
			material.SetColor("_EmColor", emissionColor);
			return material;
		}

		public static Material SetCull(this Material material, bool cull = false)
		{
			material.SetInt("_Cull", cull ? 1 : 0);
			return material;
		}
	}
	internal static class Prefabs
	{
		private static PhysicMaterial ragdollMaterial;

		public static GameObject CreateDisplayPrefab(string displayModelName, GameObject prefab, BodyInfo bodyInfo)
		{
			GameObject val = Assets.LoadSurvivorModel(displayModelName);
			CharacterModel val2 = val.GetComponent<CharacterModel>();
			if (!Object.op_Implicit((Object)(object)val2))
			{
				val2 = val.AddComponent<CharacterModel>();
			}
			val2.baseRendererInfos = prefab.GetComponentInChildren<CharacterModel>().baseRendererInfos;
			Assets.ConvertAllRenderersToHopooShader(val);
			return val.gameObject;
		}

		public static GameObject CreateBodyPrefab(string bodyName, string modelName, BodyInfo bodyInfo)
		{
			//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_0224: Unknown result type (might be due to invalid IL or missing references)
			//IL_0234: Unknown result type (might be due to invalid IL or missing references)
			GameObject val = LegacyResourcesAPI.Load<GameObject>("Prefabs/CharacterBodies/" + bodyInfo.bodyNameToClone + "Body");
			if (!Object.op_Implicit((Object)(object)val))
			{
				Log.Error(bodyInfo.bodyNameToClone + "Body is not a valid body, character creation failed");
				return null;
			}
			GameObject val2 = PrefabAPI.InstantiateClone(val, bodyName);
			Transform val3 = null;
			GameObject val4 = null;
			if (modelName != "mdl")
			{
				val4 = Assets.LoadSurvivorModel(modelName);
				if ((Object)(object)val4 == (Object)null)
				{
					val4 = ((Component)val2.GetComponentInChildren<CharacterModel>()).gameObject;
				}
				val3 = AddCharacterModelToSurvivorBody(val2, val4.transform, bodyInfo);
			}
			CharacterBody component = val2.GetComponent<CharacterBody>();
			((Object)component).name = bodyInfo.bodyName;
			component.baseNameToken = bodyInfo.bodyNameToken;
			component.subtitleNameToken = bodyInfo.subtitleNameToken;
			component.portraitIcon = bodyInfo.characterPortrait;
			component.bodyColor = bodyInfo.bodyColor;
			component._defaultCrosshairPrefab = bodyInfo.crosshair;
			component.hideCrosshair = false;
			component.preferredPodPrefab = bodyInfo.podPrefab;
			component.baseMaxHealth = bodyInfo.maxHealth;
			component.baseRegen = bodyInfo.healthRegen;
			component.levelArmor = bodyInfo.armorGrowth;
			component.baseMaxShield = bodyInfo.shield;
			component.baseDamage = bodyInfo.damage;
			component.baseAttackSpeed = bodyInfo.attackSpeed;
			component.baseCrit = bodyInfo.crit;
			component.baseMoveSpeed = bodyInfo.moveSpeed;
			component.baseJumpPower = bodyInfo.jumpPower;
			component.autoCalculateLevelStats = bodyInfo.autoCalculateLevelStats;
			component.levelDamage = bodyInfo.damageGrowth;
			component.levelAttackSpeed = bodyInfo.attackSpeedGrowth;
			component.levelCrit = bodyInfo.critGrowth;
			component.levelMaxHealth = bodyInfo.healthGrowth;
			component.levelRegen = bodyInfo.regenGrowth;
			component.baseArmor = bodyInfo.armor;
			component.levelMaxShield = bodyInfo.shieldGrowth;
			component.levelMoveSpeed = bodyInfo.moveSpeedGrowth;
			component.levelJumpPower = bodyInfo.jumpPowerGrowth;
			component.baseAcceleration = bodyInfo.acceleration;
			component.baseJumpCount = bodyInfo.jumpCount;
			component.sprintingSpeedMultiplier = 1.45f;
			component.bodyFlags = (BodyFlags)16;
			component.rootMotionInMainState = false;
			component.hullClassification = (HullClassification)0;
			component.isChampion = false;
			SetupCameraTargetParams(val2, bodyInfo);
			SetupModelLocator(val2, val3, val4.transform);
			SetupCapsuleCollider(val2);
			SetupMainHurtbox(val2, val4);
			SetupAimAnimator(val2, val4);
			if ((Object)(object)val3 != (Object)null)
			{
				SetupCharacterDirection(val2, val3, val4.transform);
			}
			SetupFootstepController(val4);
			SetupRagdoll(val4);
			Content.AddCharacterBodyPrefab(val2);
			return val2;
		}

		public static void CreateGenericDoppelganger(GameObject bodyPrefab, string masterName, string masterToCopy)
		{
			GameObject val = PrefabAPI.InstantiateClone(LegacyResourcesAPI.Load<GameObject>("Prefabs/CharacterMasters/" + masterToCopy + "MonsterMaster"), masterName, true);
			val.GetComponent<CharacterMaster>().bodyPrefab = bodyPrefab;
			Content.AddMasterPrefab(val);
		}

		private static Transform AddCharacterModelToSurvivorBody(GameObject bodyPrefab, Transform modelTransform, BodyInfo bodyInfo)
		{
			//IL_0040: Unknown result type (might be due to invalid IL or missing references)
			//IL_005a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0066: 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_009b: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a1: Expected O, but got Unknown
			//IL_00ba: 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_00db: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e1: Expected O, but got Unknown
			//IL_00fa: Unknown result type (might be due to invalid IL or missing references)
			//IL_010b: Unknown result type (might be due to invalid IL or missing references)
			for (int num = bodyPrefab.transform.childCount - 1; num >= 0; num--)
			{
				Object.DestroyImmediate((Object)(object)((Component)bodyPrefab.transform.GetChild(num)).gameObject);
			}
			Transform transform = new GameObject("ModelBase").transform;
			transform.parent = bodyPrefab.transform;
			transform.localPosition = bodyInfo.modelBasePosition;
			transform.localRotation = Quaternion.identity;
			modelTransform.parent = ((Component)transform).transform;
			modelTransform.localPosition = Vector3.zero;
			modelTransform.localRotation = Quaternion.identity;
			GameObject val = new GameObject("CameraPivot");
			val.transform.parent = bodyPrefab.transform;
			val.transform.localPosition = bodyInfo.cameraPivotPosition;
			val.transform.localRotation = Quaternion.identity;
			GameObject val2 = new GameObject("AimOrigin");
			val2.transform.parent = bodyPrefab.transform;
			val2.transform.localPosition = bodyInfo.aimOriginPosition;
			val2.transform.localRotation = Quaternion.identity;
			bodyPrefab.GetComponent<CharacterBody>().aimOriginTransform = val2.transform;
			return ((Component)transform).transform;
		}

		public static CharacterModel SetupCharacterModel(GameObject prefab)
		{
			return SetupCharacterModel(prefab, null);
		}

		public static CharacterModel SetupCharacterModel(GameObject prefab, CustomRendererInfo[] customInfos)
		{
			CharacterModel val = ((Component)prefab.GetComponent<ModelLocator>().modelTransform).gameObject.GetComponent<CharacterModel>();
			bool flag = (Object)(object)val != (Object)null;
			if (!flag)
			{
				val = ((Component)prefab.GetComponent<ModelLocator>().modelTransform).gameObject.AddComponent<CharacterModel>();
			}
			val.body = prefab.GetComponent<CharacterBody>();
			val.autoPopulateLightInfos = true;
			val.invisibilityCount = 0;
			val.temporaryOverlays = new List<TemporaryOverlay>();
			if (!flag)
			{
				SetupCustomRendererInfos(val, customInfos);
			}
			else
			{
				SetupPreAttachedRendererInfos(val);
			}
			return val;
		}

		public static void SetupPreAttachedRendererInfos(CharacterModel characterModel)
		{
			for (int i = 0; i < characterModel.baseRendererInfos.Length; i++)
			{
				if ((Object)(object)characterModel.baseRendererInfos[i].defaultMaterial == (Object)null)
				{
					characterModel.baseRendererInfos[i].defaultMaterial = characterModel.baseRendererInfos[i].renderer.sharedMaterial;
				}
				characterModel.baseRendererInfos[i].defaultMaterial.SetHopooMaterial();
			}
		}

		public static void SetupCustomRendererInfos(CharacterModel characterModel, CustomRendererInfo[] customInfos)
		{
			//IL_00de: Unknown result type (might be due to invalid IL or missing references)
			//IL_0108: Unknown result type (might be due to invalid IL or missing references)
			//IL_010d: Unknown result type (might be due to invalid IL or missing references)
			ChildLocator component = ((Component)characterModel).GetComponent<ChildLocator>();
			if (!Object.op_Implicit((Object)(object)component))
			{
				Log.Error("Failed CharacterModel setup: ChildLocator component does not exist on the model");
				return;
			}
			List<RendererInfo> list = new List<RendererInfo>();
			for (int i = 0; i < customInfos.Length; i++)
			{
				if (!Object.op_Implicit((Object)(object)component.FindChild(customInfos[i].childName)))
				{
					Log.Error("Trying to add a RendererInfo for a renderer that does not exist: " + customInfos[i].childName);
					continue;
				}
				Renderer component2 = ((Component)component.FindChild(customInfos[i].childName)).GetComponent<Renderer>();
				if (Object.op_Implicit((Object)(object)component2))
				{
					Material val = customInfos[i].material;
					if ((Object)(object)val == (Object)null)
					{
						val = ((!customInfos[i].dontHotpoo) ? component2.material.SetHopooMaterial() : component2.material);
					}
					list.Add(new RendererInfo
					{
						renderer = component2,
						defaultMaterial = val,
						ignoreOverlays = customInfos[i].ignoreOverlays,
						defaultShadowCastingMode = (ShadowCastingMode)1
					});
				}
			}
			characterModel.baseRendererInfos = list.ToArray();
		}

		private static void SetupCharacterDirection(GameObject prefab, Transform modelBaseTransform, Transform modelTransform)
		{
			if (Object.op_Implicit((Object)(object)prefab.GetComponent<CharacterDirection>()))
			{
				CharacterDirection component = prefab.GetComponent<CharacterDirection>();
				component.targetTransform = modelBaseTransform;
				component.overrideAnimatorForwardTransform = null;
				component.rootMotionAccumulator = null;
				component.modelAnimator = ((Component)modelTransform).GetComponent<Animator>();
				component.driveFromRootRotation = false;
				component.turnSpeed = 720f;
			}
		}

		private static void SetupCameraTargetParams(GameObject prefab, BodyInfo bodyInfo)
		{
			CameraTargetParams component = prefab.GetComponent<CameraTargetParams>();
			component.cameraParams = bodyInfo.cameraParams;
			component.cameraPivotTransform = prefab.transform.Find("CameraPivot");
		}

		private static void SetupModelLocator(GameObject prefab, Transform modelBaseTransform, Transform modelTransform)
		{
			ModelLocator component = prefab.GetComponent<ModelLocator>();
			component.modelTransform = modelTransform;
			component.modelBaseTransform = modelBaseTransform;
		}

		private static void SetupCapsuleCollider(GameObject prefab)
		{
			//IL_0018: Unknown result type (might be due to invalid IL or missing references)
			CapsuleCollider component = prefab.GetComponent<CapsuleCollider>();
			component.center = new Vector3(0f, 0f, 0f);
			component.radius = 0.5f;
			component.height = 1.82f;
			component.direction = 1;
		}

		private static void SetupMainHurtbox(GameObject prefab, GameObject model)
		{
			//IL_0075: Unknown result type (might be due to invalid IL or missing references)
			ChildLocator component = model.GetComponent<ChildLocator>();
			if (!Object.op_Implicit((Object)(object)component.FindChild("MainHurtbox")))
			{
				Debug.LogWarning((object)"Could not set up main hurtbox: make sure you have a transform pair in your prefab's ChildLocator component called 'MainHurtbox'");
				return;
			}
			HurtBoxGroup val = model.AddComponent<HurtBoxGroup>();
			HurtBox val2 = ((Component)component.FindChild("MainHurtbox")).gameObject.AddComponent<HurtBox>();
			((Component)val2).gameObject.layer = LayerIndex.entityPrecise.intVal;
			val2.healthComponent = prefab.GetComponent<HealthComponent>();
			val2.isBullseye = true;
			val2.damageModifier = (DamageModifier)0;
			val2.hurtBoxGroup = val;
			val2.indexInGroup = 0;
			val.hurtBoxes = (HurtBox[])(object)new HurtBox[1] { val2 };
			val.mainHurtBox = val2;
			val.bullseyeCount = 1;
		}

		public static void SetupHurtBoxes(GameObject bodyPrefab)
		{
			HealthComponent component = bodyPrefab.GetComponent<HealthComponent>();
			HurtBoxGroup[] componentsInChildren = bodyPrefab.GetComponentsInChildren<HurtBoxGroup>();
			foreach (HurtBoxGroup val in componentsInChildren)
			{
				val.mainHurtBox.healthComponent = component;
				for (int j = 0; j < val.hurtBoxes.Length; j++)
				{
					val.hurtBoxes[j].healthComponent = component;
				}
			}
		}

		private static void SetupFootstepController(GameObject model)
		{
			FootstepHandler val = model.AddComponent<FootstepHandler>();
			val.baseFootstepString = "Play_player_footstep";
			val.sprintFootstepOverrideString = "";
			val.enableFootstepDust = true;
			val.footstepDustPrefab = LegacyResourcesAPI.Load<GameObject>("Prefabs/GenericFootstepDust");
		}

		private static void SetupRagdoll(GameObject model)
		{
			RagdollController component = model.GetComponent<RagdollController>();
			if (!Object.op_Implicit((Object)(object)component))
			{
				return;
			}
			if ((Object)(object)ragdollMaterial == (Object)null)
			{
				ragdollMaterial = ((Component)LegacyResourcesAPI.Load<GameObject>("Prefabs/CharacterBodies/CommandoBody").GetComponentInChildren<RagdollController>().bones[1]).GetComponent<Collider>().material;
			}
			Transform[] bones = component.bones;
			foreach (Transform val in bones)
			{
				if (Object.op_Implicit((Object)(object)val))
				{
					((Component)val).gameObject.layer = LayerIndex.ragdoll.intVal;
					Collider component2 = ((Component)val).GetComponent<Collider>();
					if (Object.op_Implicit((Object)(object)component2))
					{
						component2.material = ragdollMaterial;
						component2.sharedMaterial = ragdollMaterial;
					}
				}
			}
		}

		private static void SetupAimAnimator(GameObject prefab, GameObject model)
		{
			AimAnimator val = model.AddComponent<AimAnimator>();
			val.directionComponent = prefab.GetComponent<CharacterDirection>();
			val.pitchRangeMax = 60f;
			val.pitchRangeMin = -60f;
			val.yawRangeMin = -80f;
			val.yawRangeMax = 80f;
			val.pitchGiveupRange = 30f;
			val.yawGiveupRange = 10f;
			val.giveupDuration = 3f;
			val.inputBank = prefab.GetComponent<InputBankTest>();
		}

		public static void SetupHitbox(GameObject prefab, Transform hitboxTransform, string hitboxName)
		{
			HitBoxGroup val = prefab.AddComponent<HitBoxGroup>();
			HitBox val2 = ((Component)hitboxTransform).gameObject.AddComponent<HitBox>();
			((Component)hitboxTransform).gameObject.layer = LayerIndex.projectile.intVal;
			val.hitBoxes = (HitBox[])(object)new HitBox[1] { val2 };
			val.groupName = hitboxName;
		}

		public static void SetupHitbox(GameObject prefab, string hitboxName, params Transform[] hitboxTransforms)
		{
			HitBoxGroup val = prefab.AddComponent<HitBoxGroup>();
			List<HitBox> list = new List<HitBox>();
			foreach (Transform val2 in hitboxTransforms)
			{
				HitBox item = ((Component)val2).gameObject.AddComponent<HitBox>();
				((Component)val2).gameObject.layer = LayerIndex.projectile.intVal;
				list.Add(item);
			}
			val.hitBoxes = list.ToArray();
			val.groupName = hitboxName;
		}
	}
	public class CustomRendererInfo
	{
		public string childName;

		public Material material = null;

		public bool dontHotpoo = false;

		public bool ignoreOverlays = false;
	}
	internal static class Projectiles
	{
		internal static GameObject bombPrefab;

		internal static void RegisterProjectiles()
		{
			CreateBomb();
			AddProjectile(bombPrefab);
		}

		internal static void AddProjectile(GameObject projectileToAdd)
		{
			Content.AddProjectilePrefab(projectileToAdd);
		}

		private static void CreateBomb()
		{
			bombPrefab = CloneProjectilePrefab("CommandoGrenadeProjectile", "HenryBombProjectile");
			ProjectileImpactExplosion component = bombPrefab.GetComponent<ProjectileImpactExplosion>();
			InitializeImpactExplosion(component);
			((ProjectileExplosion)component).blastRadius = 16f;
			component.destroyOnEnemy = true;
			component.lifetime = 12f;
			component.impactEffect = Assets.bombExplosionEffect;
			component.timerAfterImpact = true;
			component.lifetimeAfterImpact = 0.1f;
			ProjectileController component2 = bombPrefab.GetComponent<ProjectileController>();
			if ((Object)(object)Assets.mainAssetBundle.LoadAsset<GameObject>("HenryBombGhost") != (Object)null)
			{
				component2.ghostPrefab = CreateGhostPrefab("HenryBombGhost");
			}
			component2.startSound = "";
		}

		private static void InitializeImpactExplosion(ProjectileImpactExplosion projectileImpactExplosion)
		{
			//IL_0023: 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_0056: 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)
			((ProjectileExplosion)projectileImpactExplosion).blastDamageCoefficient = 1f;
			((ProjectileExplosion)projectileImpactExplosion).blastProcCoefficient = 1f;
			((ProjectileExplosion)projectileImpactExplosion).blastRadius = 1f;
			((ProjectileExplosion)projectileImpactExplosion).bonusBlastForce = Vector3.zero;
			((ProjectileExplosion)projectileImpactExplosion).childrenCount = 0;
			((ProjectileExplosion)projectileImpactExplosion).childrenDamageCoefficient = 0f;
			((ProjectileExplosion)projectileImpactExplosion).childrenProjectilePrefab = null;
			projectileImpactExplosion.destroyOnEnemy = false;
			projectileImpactExplosion.destroyOnWorld = false;
			((ProjectileExplosion)projectileImpactExplosion).falloffModel = (FalloffModel)0;
			((ProjectileExplosion)projectileImpactExplosion).fireChildren = false;
			projectileImpactExplosion.impactEffect = null;
			projectileImpactExplosion.lifetime = 0f;
			projectileImpactExplosion.lifetimeAfterImpact = 0f;
			projectileImpactExplosion.lifetimeRandomOffset = 0f;
			projectileImpactExplosion.offsetForLifetimeExpiredSound = 0f;
			projectileImpactExplosion.timerAfterImpact = false;
			((Component)projectileImpactExplosion).GetComponent<ProjectileDamage>().damageType = (DamageType)0;
		}

		private static GameObject CreateGhostPrefab(string ghostName)
		{
			GameObject val = Assets.mainAssetBundle.LoadAsset<GameObject>(ghostName);
			if (!Object.op_Implicit((Object)(object)val.GetComponent<NetworkIdentity>()))
			{
				val.AddComponent<NetworkIdentity>();
			}
			if (!Object.op_Implicit((Object)(object)val.GetComponent<ProjectileGhostController>()))
			{
				val.AddComponent<ProjectileGhostController>();
			}
			Assets.ConvertAllRenderersToHopooShader(val);
			return val;
		}

		private static GameObject CloneProjectilePrefab(string prefabName, string newPrefabName)
		{
			return PrefabAPI.InstantiateClone(LegacyResourcesAPI.Load<GameObject>("Prefabs/Projectiles/" + prefabName), newPrefabName);
		}
	}
	internal static class Skills
	{
		public static void CreateSkillFamilies(GameObject targetPrefab, bool destroyExisting = true)
		{
			if (destroyExisting)
			{
				GenericSkill[] componentsInChildren = targetPrefab.GetComponentsInChildren<GenericSkill>();
				foreach (GenericSkill val in componentsInChildren)
				{
					Object.DestroyImmediate((Object)(object)val);
				}
			}
			SkillLocator component = targetPrefab.GetComponent<SkillLocator>();
			component.primary = CreateGenericSkillWithSkillFamily(targetPrefab, "Primary");
			component.secondary = CreateGenericSkillWithSkillFamily(targetPrefab, "Secondary");
			component.utility = CreateGenericSkillWithSkillFamily(targetPrefab, "Utility");
			component.special = CreateGenericSkillWithSkillFamily(targetPrefab, "Special");
		}

		public static GenericSkill CreateGenericSkillWithSkillFamily(GameObject targetPrefab, string familyName, bool hidden = false)
		{
			GenericSkill val = targetPrefab.AddComponent<GenericSkill>();
			val.skillName = familyName;
			val.hideInCharacterSelect = hidden;
			SkillFamily val2 = ScriptableObject.CreateInstance<SkillFamily>();
			((Object)val2).name = ((Object)targetPrefab).name + familyName + "Family";
			val2.variants = (Variant[])(object)new Variant[0];
			val._skillFamily = val2;
			Content.AddSkillFamily(val2);
			return val;
		}

		public static void AddSkillToFamily(SkillFamily skillFamily, SkillDef skillDef, UnlockableDef unlockableDef = null)
		{
			//IL_0029: 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_0053: Expected O, but got Unknown
			//IL_0054: Unknown result type (might be due to invalid IL or missing references)
			//IL_0055: Unknown result type (might be due to invalid IL or missing references)
			Array.Resize(ref skillFamily.variants, skillFamily.variants.Length + 1);
			Variant[] variants = skillFamily.variants;
			int num = skillFamily.variants.Length - 1;
			Variant val = new Variant
			{
				skillDef = skillDef,
				unlockableDef = unlockableDef
			};
			((Variant)(ref val)).viewableNode = new Node(skillDef.skillNameToken, false, (Node)null);
			variants[num] = val;
		}

		public static void AddSkillsToFamily(SkillFamily skillFamily, params SkillDef[] skillDefs)
		{
			foreach (SkillDef skillDef in skillDefs)
			{
				AddSkillToFamily(skillFamily, skillDef);
			}
		}

		public static void AddPrimarySkills(GameObject targetPrefab, params SkillDef[] skillDefs)
		{
			AddSkillsToFamily(targetPrefab.GetComponent<SkillLocator>().primary.skillFamily, skillDefs);
		}

		public static void AddSecondarySkills(GameObject targetPrefab, params SkillDef[] skillDefs)
		{
			AddSkillsToFamily(targetPrefab.GetComponent<SkillLocator>().secondary.skillFamily, skillDefs);
		}

		public static void AddUtilitySkills(GameObject targetPrefab, params SkillDef[] skillDefs)
		{
			AddSkillsToFamily(targetPrefab.GetComponent<SkillLocator>().utility.skillFamily, skillDefs);
		}

		public static void AddSpecialSkills(GameObject targetPrefab, params SkillDef[] skillDefs)
		{
			AddSkillsToFamily(targetPrefab.GetComponent<SkillLocator>().special.skillFamily, skillDefs);
		}

		public static void AddUnlockablesToFamily(SkillFamily skillFamily, params UnlockableDef[] unlockableDefs)
		{
			//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_0024: Unknown result type (might be due to invalid IL or missing references)
			//IL_0025: Unknown result type (might be due to invalid IL or missing references)
			for (int i = 0; i < unlockableDefs.Length; i++)
			{
				Variant val = skillFamily.variants[i];
				val.unlockableDef = unlockableDefs[i];
				skillFamily.variants[i] = val;
			}
		}

		public static SkillDef CreateSkillDef(SkillDefInfo skillDefInfo)
		{
			return Skills.CreateSkillDef<SkillDef>(skillDefInfo);
		}

		public static T CreateSkillDef<T>(SkillDefInfo skillDefInfo) where T : SkillDef
		{
			//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_00ec: 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)
			T val = ScriptableObject.CreateInstance<T>();
			((SkillDef)val).skillName = skillDefInfo.skillName;
			((Object)(object)val).name = skillDefInfo.skillName;
			((SkillDef)val).skillNameToken = skillDefInfo.skillNameToken;
			((SkillDef)val).skillDescriptionToken = skillDefInfo.skillDescriptionToken;
			((SkillDef)val).icon = skillDefInfo.skillIcon;
			((SkillDef)val).activationState = skillDefInfo.activationState;
			((SkillDef)val).activationStateMachineName = skillDefInfo.activationStateMachineName;
			((SkillDef)val).baseMaxStock = skillDefInfo.baseMaxStock;
			((SkillDef)val).baseRechargeInterval = skillDefInfo.baseRechargeInterval;
			((SkillDef)val).beginSkillCooldownOnSkillEnd = skillDefInfo.beginSkillCooldownOnSkillEnd;
			((SkillDef)val).canceledFromSprinting = skillDefInfo.canceledFromSprinting;
			((SkillDef)val).forceSprintDuringState = skillDefInfo.forceSprintDuringState;
			((SkillDef)val).fullRestockOnAssign = skillDefInfo.fullRestockOnAssign;
			((SkillDef)val).interruptPriority = skillDefInfo.interruptPriority;
			((SkillDef)val).resetCooldownTimerOnUse = skillDefInfo.resetCooldownTimerOnUse;
			((SkillDef)val).isCombatSkill = skillDefInfo.isCombatSkill;
			((SkillDef)val).mustKeyPress = skillDefInfo.mustKeyPress;
			((SkillDef)val).cancelSprintingOnActivation = skillDefInfo.cancelSprintingOnActivation;
			((SkillDef)val).rechargeStock = skillDefInfo.rechargeStock;
			((SkillDef)val).requiredStock = skillDefInfo.requiredStock;
			((SkillDef)val).stockToConsume = skillDefInfo.stockToConsume;
			((SkillDef)val).keywordTokens = skillDefInfo.keywordTokens;
			Content.AddSkillDef((SkillDef)(object)val);
			return val;
		}
	}
	internal class SkillDefInfo
	{
		public string skillName;

		public string skillNameToken;

		public string skillDescriptionToken;

		public string[] keywordTokens = new string[0];

		public Sprite skillIcon;

		public SerializableEntityStateType activationState;

		public InterruptPriority interruptPriority;

		public string activationStateMachineName;

		public float baseRechargeInterval;

		public int baseMaxStock = 1;

		public int rechargeStock = 1;

		public int requiredStock = 1;

		public int stockToConsume = 1;

		public bool isCombatSkill = true;

		public bool canceledFromSprinting;

		public bool forceSprintDuringState;

		public bool cancelSprintingOnActivation = true;

		public bool beginSkillCooldownOnSkillEnd;

		public bool fullRestockOnAssign = true;

		public bool resetCooldownTimerOnUse;

		public bool mustKeyPress;

		public SkillDefInfo()
		{
		}

		public SkillDefInfo(string skillNameToken, string skillDescriptionToken, Sprite skillIcon, SerializableEntityStateType activationState, string activationStateMachineName = "Weapon", bool agile = false)
		{
			//IL_0062: 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_0073: Unknown result type (might be due to invalid IL or missing references)
			skillName = skillNameToken;
			this.skillNameToken = skillNameToken;
			this.skillDescriptionToken = skillDescriptionToken;
			this.skillIcon = skillIcon;
			this.activationState = activationState;
			this.activationStateMachineName = activationStateMachineName;
			interruptPriority = (InterruptPriority)0;
			isCombatSkill = true;
			baseRechargeInterval = 0f;
			requiredStock = 0;
			stockToConsume = 0;
			cancelSprintingOnActivation = !agile;
			if (agile)
			{
				keywordTokens = new string[1] { "KEYWORD_AGILE" };
			}
		}
	}
	internal static class Skins
	{
		internal struct SkinDefInfo
		{
			internal SkinDef[] BaseSkins;

			internal Sprite Icon;

			internal string NameToken;

			internal UnlockableDef UnlockableDef;

			internal GameObject RootObject;

			internal RendererInfo[] RendererInfos;

			internal MeshReplacement[] MeshReplacements;

			internal GameObjectActivation[] GameObjectActivations;

			internal ProjectileGhostReplacement[] ProjectileGhostReplacements;

			internal MinionSkinReplacement[] MinionSkinReplacements;

			internal string Name;
		}

		internal static SkinDef CreateSkinDef(string skinName, Sprite skinIcon, RendererInfo[] rendererInfos, SkinnedMeshRenderer mainRenderer, GameObject root)
		{
			return CreateSkinDef(skinName, skinIcon, rendererInfos, mainRenderer, root, null);
		}

		internal static SkinDef CreateSkinDef(string skinName, Sprite skinIcon, RendererInfo[] rendererInfos, SkinnedMeshRenderer mainRenderer, GameObject root, UnlockableDef unlockableDef)
		{
			//IL_0084: Unknown result type (might be due to invalid IL or missing references)
			//IL_008e: Expected O, but got Unknown
			//IL_0121: Unknown result type (might be due to invalid IL or missing references)
			//IL_012b: Expected O, but got Unknown
			SkinDefInfo skinDefInfo = default(SkinDefInfo);
			skinDefInfo.BaseSkins = Array.Empty<SkinDef>();
			skinDefInfo.GameObjectActivations = (GameObjectActivation[])(object)new GameObjectActivation[0];
			skinDefInfo.Icon = skinIcon;
			skinDefInfo.MeshReplacements = (MeshReplacement[])(object)new MeshReplacement[0];
			skinDefInfo.MinionSkinReplacements = (MinionSkinReplacement[])(object)new MinionSkinReplacement[0];
			skinDefInfo.Name = skinName;
			skinDefInfo.NameToken = skinName;
			skinDefInfo.ProjectileGhostReplacements = (ProjectileGhostReplacement[])(object)new ProjectileGhostReplacement[0];
			skinDefInfo.RendererInfos = rendererInfos;
			skinDefInfo.RootObject = root;
			skinDefInfo.UnlockableDef = unlockableDef;
			SkinDefInfo skinDefInfo2 = skinDefInfo;
			SkinDef.Awake += new hook_Awake(DoNothing);
			SkinDef val = ScriptableObject.CreateInstance<SkinDef>();
			val.baseSkins = skinDefInfo2.BaseSkins;
			val.icon = skinDefInfo2.Icon;
			val.unlockableDef = skinDefInfo2.UnlockableDef;
			val.rootObject = skinDefInfo2.RootObject;
			val.rendererInfos = skinDefInfo2.RendererInfos;
			val.gameObjectActivations = skinDefInfo2.GameObjectActivations;
			val.meshReplacements = skinDefInfo2.MeshReplacements;
			val.projectileGhostReplacements = skinDefInfo2.ProjectileGhostReplacements;
			val.minionSkinReplacements = skinDefInfo2.MinionSkinReplacements;
			val.nameToken = skinDefInfo2.NameToken;
			((Object)val).name = skinDefInfo2.Name;
			SkinDef.Awake -= new hook_Awake(DoNothing);
			return val;
		}

		private static void DoNothing(orig_Awake orig, SkinDef self)
		{
		}

		private static RendererInfo[] getRendererMaterials(RendererInfo[] defaultRenderers, params Material[] materials)
		{
			RendererInfo[] array = (RendererInfo[])(object)new RendererInfo[defaultRenderers.Length];
			defaultRenderers.CopyTo(array, 0);
			for (int i = 0; i < array.Length; i++)
			{
				try
				{
					array[i].defaultMaterial = materials[i];
				}
				catch
				{
					Log.Error("error adding skin rendererinfo material. make sure you're not passing in too many");
				}
			}
			return array;
		}

		internal static MeshReplacement[] getMeshReplacements(RendererInfo[] rendererinfos, params string[] meshes)
		{
			//IL_001d: 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)
			List<MeshReplacement> list = new List<MeshReplacement>();
			for (int i = 0; i < rendererinfos.Length; i++)
			{
				if (!string.IsNullOrEmpty(meshes[i]))
				{
					list.Add(new MeshReplacement
					{
						renderer = rendererinfos[i].renderer,
						mesh = Assets.mainAssetBundle.LoadAsset<Mesh>(meshes[i])
					});
				}
			}
			return list.ToArray();
		}
	}
	public static class States
	{
		internal static void RegisterStates()
		{
			Content.AddEntityState(typeof(BaseMeleeAttack));
			Content.AddEntityState(typeof(SlashCombo));
			Content.AddEntityState(typeof(Shoot));
			Content.AddEntityState(typeof(Roll));
			Content.AddEntityState(typeof(ThrowBomb));
		}
	}
	internal static class StaticValues
	{
		internal static string descriptionText = "Impostor is a Man / Machine / Alien who can kill, quite well.<color=#CCD3E0>" + Environment.NewLine + Environment.NewLine + "< ! > Knife is an excellent for inconspicously neutralising your foes." + Environment.NewLine + Environment.NewLine + "< ! > The 7-shooter can tactically expire the life contracts of the Impostor's foes from a distance." + Environment.NewLine + Environment.NewLine + "< ! > Vent can help you escape from any situation that puts your credibility at risk." + Environment.NewLine + Environment.NewLine + "< ! > [KILL] does as advertised, might want put a couple more stab wounds in (just in case)" + Environment.NewLine + Environment.NewLine;

		internal const float swordDamageCoefficient = 2.5f;

		internal const float gunDamageCoefficient = 4.2f;

		internal const float bombDamageCoefficient = 69f;
	}
	internal static class Tokens
	{
		internal static void AddTokens()
		{
			string text = "RESYNTAX_IMPOSTOR_BODY_";
			string text2 = "Impostor is a Man / Machine / Alien who can kill, quite well.<color=#CCD3E0>" + Environment.NewLine + Environment.NewLine;
			text2 = text2 + "< ! > Knife is an excellent for inconspicously neutralising your foes." + Environment.NewLine + Environment.NewLine;
			text2 = text2 + "< ! > The 7-shooter can tactically expire the life contracts of the Impostor's foes from a distance." + Environment.NewLine + Environment.NewLine;
			text2 = text2 + "< ! > Vent can help you escape from any situation that puts your credibility at risk." + Environment.NewLine + Environment.NewLine;
			text2 = text2 + "< ! > [KILL] does as advertised, might want put a couple more stab wounds in (just in case)" + Environment.NewLine + Environment.NewLine;
			string text3 = "..and so he left, moving on to the next target.";
			string text4 = "..and so he vanished, absolutely PISSED.";
			LanguageAPI.Add(text + "NAME", "Impostor");
			LanguageAPI.Add(text + "DESCRIPTION", text2);
			LanguageAPI.Add(text + "SUBTITLE", "Extremely Suspicious");
			LanguageAPI.Add(text + "LORE", "Impostor is a Man / Machine / Alien who can kill, quite well. A man of class, a tactical killer, A killing machine, a thing with sussy intentions: you decide");
			LanguageAPI.Add(text + "OUTRO_FLAVOR", text3);
			LanguageAPI.Add(text + "OUTRO_FAILURE", text4);
			LanguageAPI.Add(text + "DEFAULT_SKIN_NAME", "Default");
			LanguageAPI.Add(text + "MASTERY_SKIN_NAME", "Alternate");
			LanguageAPI.Add(text + "PASSIVE_NAME", "Regenerative");
			LanguageAPI.Add(text + "PASSIVE_DESCRIPTION", "He heals quite quickly, you know");
			LanguageAPI.Add(text + "PRIMARY_SLASH_NAME", "Knife");
			LanguageAPI.Add(text + "PRIMARY_SLASH_DESCRIPTION", "<style=cIsUtility>Agile.</style> " + $"Shank for <style=cIsDamage>{250f}% damage</style>.");
			LanguageAPI.Add(text + "SECONDARY_GUN_NAME", "6+1 Shooter");
			LanguageAPI.Add(text + "SECONDARY_GUN_DESCRIPTION", "<style=cIsUtility>Agile.</style> " + $"Fire a 8-1 shooter for <style=cIsDamage>{419.99997f}% damage</style>.");
			LanguageAPI.Add(text + "UTILITY_ROLL_NAME", "Vent");
			LanguageAPI.Add(text + "UTILITY_ROLL_DESCRIPTION", "Vent a moderate distance, gaining <style=cIsUtility>300 armor</style>. <style=cIsUtility>You cannot be hit during the roll.</style>");
			LanguageAPI.Add(text + "SPECIAL_BOMB_NAME", "[KILL]");
			LanguageAPI.Add(text + "SPECIAL_BOMB_DESCRIPTION", $"Stab for <style=cIsDamage>{6900f}% damage</style>.");
			LanguageAPI.Add(text + "MASTERYUNLOCKABLE_ACHIEVEMENT_NAME", "Impostor: Mastery");
			LanguageAPI.Add(text + "MASTERYUNLOCKABLE_ACHIEVEMENT_DESC", "As the impostor, beat the game or obliterate on Monsoon.");
			LanguageAPI.Add(text + "MASTERYUNLOCKABLE_UNLOCKABLE_NAME", "IMPOSTOR: Mastery");
		}
	}
	public abstract class BaseMasteryUnlockable : GenericModdedUnlockable
	{
		public abstract string RequiredCharacterBody { get; }

		public abstract float RequiredDifficultyCoefficient { get; }

		public override void OnBodyRequirementMet()
		{
			((ModdedUnlockable)this).OnBodyRequirementMet();
			Run.onClientGameOverGlobal += OnClientGameOverGlobal;
		}

		public override void OnBodyRequirementBroken()
		{
			Run.onClientGameOverGlobal -= OnClientGameOverGlobal;
			((ModdedUnlockable)this).OnBodyRequirementBroken();
		}

		private void OnClientGameOverGlobal(Run run, RunReport runReport)
		{
			//IL_0027: Unknown result type (might be due to invalid IL or missing references)
			if (Object.op_Implicit((Object)(object)runReport.gameEnding) && runReport.gameEnding.isWin)
			{
				DifficultyDef difficultyDef = DifficultyCatalog.GetDifficultyDef(runReport.ruleBook.FindDifficulty());
				if (difficultyDef.countsAsHardMode && difficultyDef.scalingValue >= RequiredDifficultyCoefficient)
				{
					((BaseAchievement)this).Grant();
				}
			}
		}

		public override BodyIndex LookUpRequiredBodyIndex()
		{
			//IL_0007: Unknown result type (might be due to invalid IL or missing references)
			//IL_000c: Unknown result type (might be due to invalid IL or missing references)
			//IL_000f: Unknown result type (might be due to invalid IL or missing references)
			return BodyCatalog.FindBodyIndex(RequiredCharacterBody);
		}
	}
	public abstract class GenericModdedUnlockable : ModdedUnlockable
	{
		public abstract string AchievementTokenPrefix { get; }

		public abstract string AchievementSpriteName { get; }

		public override string AchievementIdentifier => AchievementTokenPrefix + "UNLOCKABLE_ACHIEVEMENT_ID";

		public override string UnlockableIdentifier => AchievementTokenPrefix + "UNLOCKABLE_REWARD_ID";

		public override string AchievementNameToken => AchievementTokenPrefix + "UNLOCKABLE_ACHIEVEMENT_NAME";

		public override string AchievementDescToken => AchievementTokenPrefix + "UNLOCKABLE_ACHIEVEMENT_DESC";

		public override string UnlockableNameToken => AchievementTokenPrefix + "UNLOCKABLE_UNLOCKABLE_NAME";

		public override Sprite Sprite => Assets.mainAssetBundle.LoadAsset<Sprite>(AchievementSpriteName);

		public override Func<string> GetHowToUnlock => () => Language.GetStringFormatted("UNLOCK_VIA_ACHIEVEMENT_FORMAT", new object[2]
		{
			Language.GetString(((ModdedUnlockable)this).AchievementNameToken),
			Language.GetString(((ModdedUnlockable)this).AchievementDescToken)
		});

		public override Func<string> GetUnlocked => () => Language.GetStringFormatted("UNLOCKED_FORMAT", new object[2]
		{
			Language.GetString(((ModdedUnlockable)this).AchievementNameToken),
			Language.GetString(((ModdedUnlockable)this).AchievementDescToken)
		});
	}
}
namespace ImpostorMod.Modules.Survivors
{
	internal class MyCharacter : SurvivorBase
	{
		public const string IMPOSTOR_PREFIX = "RESYNTAX_IMPOSTOR_BODY_";

		private static UnlockableDef masterySkinUnlockableDef;

		public override string bodyName => "Henry";

		public override string survivorTokenPrefix => "RESYNTAX_IMPOSTOR_BODY_";

		public override BodyInfo bodyInfo { get; set; } = new BodyInfo
		{
			bodyName = "ImpostorBody",
			bodyNameToken = "RESYNTAX_IMPOSTOR_BODY_NAME",
			subtitleNameToken = "RESYNTAX_IMPOSTOR_BODY_SUBTITLE",
			characterPortrait = Assets.mainAssetBundle.LoadAsset<Texture>("texHenryIcon"),
			bodyColor = Color.white,
			crosshair = Assets.LoadCrosshair("Standard"),
			podPrefab = LegacyResourcesAPI.Load<GameObject>("Prefabs/NetworkedObjects/SurvivorPod"),
			maxHealth = 69f,
			healthRegen = 4f,
			armor = 0f,
			jumpCount = 1
		};


		public override CustomRendererInfo[] customRendererInfos { get; set; } = new CustomRendererInfo[14]
		{
			new CustomRendererInfo
			{
				childName = "SwordModel",
				material = Materials.CreateHopooMaterial("matKnife")
			},
			new CustomRendererInfo
			{
				childName = "GunModel",
				material = Materials.CreateHopooMaterial("matHenry")
			},
			new CustomRendererInfo
			{
				childName = "Vent",
				material = Materials.CreateHopooMaterial("GrayVent")
			},
			new CustomRendererInfo
			{
				childName = "Visor",
				material = Materials.CreateHopooMaterial("SusVisor")
			},
			new CustomRendererInfo
			{
				childName = "AmogusBody",
				material = Materials.CreateHopooMaterial("SusRed")
			},
			new CustomRendererInfo
			{
				childName = "AmogusHandR"
			},
			new CustomRendererInfo
			{
				childName = "AmogusHandL"
			},
			new CustomRendererInfo
			{
				childName = "SusThighR"
			},
			new CustomRendererInfo
			{
				childName = "SusThighL"
			},
			new CustomRendererInfo
			{
				childName = "SusKneeR"
			},
			new CustomRendererInfo
			{
				childName = "SusKneeL"
			},
			new CustomRendererInfo
			{
				childName = "SusCalfR"
			},
			new CustomRendererInfo
			{
				childName = "SusCalfL"
			},
			new CustomRendererInfo
			{
				childName = "Backpack"
			}
		};


		public override UnlockableDef characterUnlockableDef => null;

		public override Type characterMainState => typeof(GenericCharacterMain);

		public override ItemDisplaysBase itemDisplays => new ImpostorItemDisplays();

		public override ConfigEntry<bool> characterEnabledConfig => null;

		public override void InitializeCharacter()
		{
			base.InitializeCharacter();
		}

		public override void InitializeUnlockables()
		{
		}

		public override void InitializeHitboxes()
		{
			ChildLocator componentInChildren = bodyPrefab.GetComponentInChildren<ChildLocator>();
			GameObject gameObject = ((Component)componentInChildren).gameObject;
			Transform hitboxTransform = componentInChildren.FindChild("SwordHitbox");
			Prefabs.SetupHitbox(gameObject, hitboxTransform, "Sword");
		}

		public override void InitializeSkills()
		{
			//IL_0043: 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_00d3: Unknown result type (might be due to invalid IL or missing references)
			//IL_011b: Unknown result type (might be due to invalid IL or missing references)
			//IL_01ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_01ef: Unknown result type (might be due to invalid IL or missing references)
			//IL_0237: Unknown result type (might be due to invalid IL or missing references)
			//IL_02f1: Unknown result type (might be due to invalid IL or missing references)
			//IL_02f6: 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)
			Skills.CreateSkillFamilies(bodyPrefab);
			string text = "RESYNTAX";
			SkillDef val = Skills.CreateSkillDef(new SkillDefInfo(text + "_IMPOSTOR_BODY_PRIMARY_SLASH_NAME", text + "_IMPOSTOR_BODY_PRIMARY_SLASH_DESCRIPTION", Assets.mainAssetBundle.LoadAsset<Sprite>("texPrimaryIcon"), new SerializableEntityStateType(typeof(SlashCombo)), "Weapon", agile: true));
			Skills.AddPrimarySkills(bodyPrefab, val);
			SkillDefInfo skillDefInfo = new SkillDefInfo();
			skillDefInfo.skillName = text + "_IMPOSTOR_BODY_SECONDARY_GUN_NAME";
			skillDefInfo.skillNameToken = text + "_IMPOSTOR_BODY_SECONDARY_GUN_NAME";
			skillDefInfo.skillDescriptionToken = text + "_IMPOSTOR_BODY_SECONDARY_GUN_DESCRIPTION";
			skillDefInfo.skillIcon = Assets.mainAssetBundle.LoadAsset<Sprite>("texSecondaryIcon");
			skillDefInfo.activationState = new SerializableEntityStateType(typeof(Shoot));
			skillDefInfo.activationStateMachineName = "Slide";
			skillDefInfo.baseMaxStock = 7;
			skillDefInfo.baseRechargeInterval = 2f;
			skillDefInfo.beginSkillCooldownOnSkillEnd = true;
			skillDefInfo.canceledFromSprinting = false;
			skillDefInfo.forceSprintDuringState = false;
			skillDefInfo.fullRestockOnAssign = true;
			skillDefInfo.interruptPriority = (InterruptPriority)1;
			skillDefInfo.resetCooldownTimerOnUse = true;
			skillDefInfo.isCombatSkill = true;
			skillDefInfo.mustKeyPress = false;
			skillDefInfo.cancelSprintingOnActivation = false;
			skillDefInfo.rechargeStock = 7;
			skillDefInfo.requiredStock = 1;
			skillDefInfo.stockToConsume = 1;
			skillDefInfo.keywordTokens = new string[1] { "KEYWORD_AGILE" };
			SkillDef val2 = Skills.CreateSkillDef(skillDefInfo);
			Skills.AddSecondarySkills(bodyPrefab, val2);
			skillDefInfo = new SkillDefInfo();
			skillDefInfo.skillName = text + "_IMPOSTOR_BODY_UTILITY_ROLL_NAME";
			skillDefInfo.skillNameToken = text + "_IMPOSTOR_BODY_UTILITY_ROLL_NAME";
			skillDefInfo.skillDescriptionToken = text + "_IMPOSTOR_BODY_UTILITY_ROLL_DESCRIPTION";
			skillDefInfo.skillIcon = Assets.mainAssetBundle.LoadAsset<Sprite>("texUtilityIcon");
			skillDefInfo.activationState = new SerializableEntityStateType(typeof(Roll));
			skillDefInfo.activationStateMachineName = "Body";
			skillDefInfo.baseMaxStock = 1;
			skillDefInfo.baseRechargeInterval = 5f;
			skillDefInfo.beginSkillCooldownOnSkillEnd = false;
			skillDefInfo.canceledFromSprinting = false;
			skillDefInfo.forceSprintDuringState = true;
			skillDefInfo.fullRestockOnAssign = true;
			skillDefInfo.interruptPriority = (InterruptPriority)2;
			skillDefInfo.resetCooldownTimerOnUse = false;
			skillDefInfo.isCombatSkill = false;
			skillDefInfo.mustKeyPress = false;
			skillDefInfo.cancelSprintingOnActivation = false;
			skillDefInfo.rechargeStock = 1;
			skillDefInfo.requiredStock = 1;
			skillDefInfo.stockToConsume = 1;
			SkillDef val3 = Skills.CreateSkillDef(skillDefInfo);
			Skills.AddUtilitySkills(bodyPrefab, val3);
			skillDefInfo = new SkillDefInfo();
			skillDefInfo.skillName = text + "_IMPOSTOR_BODY_SPECIAL_BOMB_NAME";
			skillDefInfo.skillNameToken = text + "_IMPOSTOR_BODY_SPECIAL_BOMB_NAME";
			skillDefInfo.skillDescriptionToken = text + "_IMPOSTOR_BODY_SPECIAL_BOMB_DESCRIPTION";
			skillDefInfo.skillIcon = Assets.mainAssetBundle.LoadAsset<Sprite>("texSpecialIcon");
			skillDefInfo.activationState = new SerializableEntityStateType(typeof(ThrowBomb));
			skillDefInfo.activationStateMachineName = "Slide";
			skillDefInfo.baseMaxStock = 1;
			skillDefInfo.baseRechargeInterval = 20f;
			skillDefInfo.beginSkillCooldownOnSkillEnd = true;
			skillDefInfo.canceledFromSprinting = true;
			skillDefInfo.forceSprintDuringState = false;
			skillDefInfo.fullRestockOnAssign = true;
			skillDefInfo.interruptPriority = (InterruptPriority)2;
			skillDefInfo.resetCooldownTimerOnUse = false;
			skillDefInfo.isCombatSkill = true;
			skillDefInfo.mustKeyPress = true;
			skillDefInfo.cancelSprintingOnActivation = true;
			skillDefInfo.rechargeStock = 1;
			skillDefInfo.requiredStock = 1;
			skillDefInfo.stockToConsume = 1;
			SkillDef val4 = Skills.CreateSkillDef(skillDefInfo);
			Skills.AddSpecialSkills(bodyPrefab, val4);
		}

		public override void InitializeSkins()
		{
			GameObject gameObject = ((Component)bodyPrefab.GetComponentInChildren<ModelLocator>().modelTransform).gameObject;
			CharacterModel component = gameObject.GetComponent<CharacterModel>();
			ModelSkinController val = gameObject.AddComponent<ModelSkinController>();
			ChildLocator component2 = gameObject.GetComponent<ChildLocator>();
			SkinnedMeshRenderer mainSkinnedMeshRenderer = component.mainSkinnedMeshRenderer;
			RendererInfo[] baseRendererInfos = component.baseRendererInfos;
			List<SkinDef> list = new List<SkinDef>();
			SkinDef val2 = Skins.CreateSkinDef("RESYNTAX_IMPOSTOR_BODY_DEFAULT_SKIN_NAME", Assets.mainAssetBundle.LoadAsset<Sprite>("texMainSkin"), baseRendererInfos, mainSkinnedMeshRenderer, gameObject);
			val2.meshReplacements = (MeshReplacement[])(object)new MeshReplacement[0];
			list.Add(val2);
			val.skins = list.ToArray();
		}
	}
	internal abstract class SurvivorBase : CharacterBase
	{
		public abstract string survivorTokenPrefix { get; }

		public abstract UnlockableDef characterUnlockableDef { get; }

		public virtual ConfigEntry<bool> characterEnabledConfig { get; }

		public virtual GameObject displayPrefab { get; set; }

		public override void InitializeCharacter()
		{
			if (characterEnabledConfig == null || characterEnabledConfig.Value)
			{
				InitializeUnlockables();
				base.InitializeCharacter();
				InitializeSurvivor();
			}
		}

		protected override void InitializeCharacterBodyAndModel()
		{
			base.InitializeCharacterBodyAndModel();
			InitializeDisplayPrefab();
		}

		protected virtual void InitializeSurvivor()
		{
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			RegisterNewSurvivor(bodyPrefab, displayPrefab, Color.grey, survivorTokenPrefix, characterUnlockableDef, bodyInfo.sortPosition);
		}

		protected virtual void InitializeDisplayPrefab()
		{
			displayPrefab = Prefabs.CreateDisplayPrefab(bodyName + "Display", bodyPrefab, bodyInfo);
		}

		public virtual void InitializeUnlockables()
		{
		}

		public static void RegisterNewSurvivor(GameObject bodyPrefab, GameObject displayPrefab, Color charColor, string tokenPrefix)
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			RegisterNewSurvivor(bodyPrefab, displayPrefab, charColor, tokenPrefix, null, 100f);
		}

		public static void RegisterNewSurvivor(GameObject bodyPrefab, GameObject displayPrefab, Color charColor, string tokenPrefix, float sortPosition)
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			RegisterNewSurvivor(bodyPrefab, displayPrefab, charColor, tokenPrefix, null, sortPosition);
		}

		public static void RegisterNewSurvivor(GameObject bodyPrefab, GameObject displayPrefab, Color charColor, string tokenPrefix, UnlockableDef unlockableDef)
		{
			//IL_0003: Unknown result type (might be due to invalid IL or missing references)
			RegisterNewSurvivor(bodyPrefab,