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using System;
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using Cpp2IlInjected;
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using UnityEngine;
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namespace RecRoom.Core.AvatarSkeleton
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{
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// Token: 0x0200312C RID: 12588
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[Token(Token = "0x200312C")]
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[CreateAssetMenu]
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public class AvatarSkeletonContent : ScriptableObject
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{
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// Token: 0x060154D7 RID: 87255 RVA: 0x004F7510 File Offset: 0x004F5710
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[Token(Token = "0x60154D7")]
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[Address(RVA = "0x1F04DC0", Offset = "0x1F03DC0", VA = "0x181F04DC0")]
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public AvatarSkeletonContent()
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{
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int num = 0;
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this.HeadPivotOffset.z = (float)num;
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this.HeadPositionalFollowTime = 0.3f;
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this.HeadPositionalDeadZoneRadius = 0.2f;
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this.HeadPositionalInnerDeadZoneRadius = 0.08f;
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this.HeadPositionalInnerDeadZoneDelayTime = 0.5f;
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this.HeadPositionalReenterDeadZoneRadius = 0.04f;
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this.HeadRotationalFollowTime = 0.2f;
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this.HeadRotationalDeadZoneAngle = 40f;
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this.HeadRotationalInnerDeadZoneAngle = 10f;
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this.HeadRotationalInnerDeadZoneDelayTime = 0.5f;
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this.HeadRotationalReenterDeadZoneAngle = 1f;
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this.HeadRotationalMaxFollowAngle = 150f;
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this.TypicalFollowTimeSmoothTime = 0.1f;
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this.SkeletonPitchFollowTime = 0.2f;
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this.MinWalkingBackwardAngleThreshold = 95f;
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this.MaxWalkingForwardAngleThreshold = 90f;
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this.WalkingForwardBackwardBlendTime = 0.1f;
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this.SteeringBlendTime = 0.2f;
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this.SpeedChangeTime = 0.1f;
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this.DirectionChangeDampTime = 0.08f;
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this.TurnInPlaceDampTime = 0.08f;
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base..ctor();
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}
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// Token: 0x0400E148 RID: 57672
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x400E148")]
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[Header("Body Geometry")]
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public Vector3 HeadPivotOffset;
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// Token: 0x0400E149 RID: 57673
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[FieldOffset(Offset = "0x24")]
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[Token(Token = "0x400E149")]
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[Header("Head Follow")]
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[Tooltip("The number of seconds it takes for a positional follow to catch up when not steering.")]
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public float HeadPositionalFollowTime;
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// Token: 0x0400E14A RID: 57674
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x400E14A")]
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[Tooltip("An outer dead zone that has insantaneous effect.")]
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public float HeadPositionalDeadZoneRadius;
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// Token: 0x0400E14B RID: 57675
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x400E14B")]
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[Tooltip("An inner dead zone that has a time-delayed effect.")]
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public float HeadPositionalInnerDeadZoneRadius;
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// Token: 0x0400E14C RID: 57676
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400E14C")]
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[Tooltip("The number of seconds the inner dead zone must be exceeded before a follow begins.")]
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public float HeadPositionalInnerDeadZoneDelayTime;
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// Token: 0x0400E14D RID: 57677
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[FieldOffset(Offset = "0x34")]
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[Token(Token = "0x400E14D")]
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[Tooltip("The value that must be reached for a follow to end.")]
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public float HeadPositionalReenterDeadZoneRadius;
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// Token: 0x0400E14E RID: 57678
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x400E14E")]
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[Space]
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[Tooltip("The number of seconds it takes for a rotational follow to catch up when not steering.")]
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public float HeadRotationalFollowTime;
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// Token: 0x0400E14F RID: 57679
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x400E14F")]
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[Tooltip("An outer dead zone that has insantaneous effect.")]
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public float HeadRotationalDeadZoneAngle;
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// Token: 0x0400E150 RID: 57680
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x400E150")]
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[Tooltip("An inner dead zone that has a time-delayed effect.")]
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public float HeadRotationalInnerDeadZoneAngle;
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// Token: 0x0400E151 RID: 57681
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[FieldOffset(Offset = "0x44")]
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[Token(Token = "0x400E151")]
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[Tooltip("The number of seconds the inner dead zone must be exceeded before a follow begins.")]
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public float HeadRotationalInnerDeadZoneDelayTime;
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// Token: 0x0400E152 RID: 57682
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x400E152")]
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[Tooltip("The value that must be reached for a follow to end.")]
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public float HeadRotationalReenterDeadZoneAngle;
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// Token: 0x0400E153 RID: 57683
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[FieldOffset(Offset = "0x4C")]
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[Token(Token = "0x400E153")]
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[Tooltip("The maximum amount the skeleton is allowed to follow behind the head.")]
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public float HeadRotationalMaxFollowAngle;
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// Token: 0x0400E154 RID: 57684
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x400E154")]
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[Space]
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[Tooltip("When just following the head, we use the \"...FollowTime\" settings, but when steering, we use 0 as the follow time. We need a way to smoothly transition between those two different follow times, and that's what this setting is.")]
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public float TypicalFollowTimeSmoothTime;
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// Token: 0x0400E155 RID: 57685
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[FieldOffset(Offset = "0x54")]
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[Token(Token = "0x400E155")]
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[Tooltip("Special-case smooth time for transitioning into flying to compensate for the considerably greateraccelerations and max speeds experienced while flying compared with other typical forms of locomotion.")]
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public float FlyingFollowTimeSmoothTime;
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// Token: 0x0400E156 RID: 57686
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x400E156")]
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[Header("Misc")]
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public float SkeletonPitchFollowTime;
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// Token: 0x0400E157 RID: 57687
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x400E157")]
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[Tooltip("Time axis is the normalized distance the hand effector currently is from the origin of the upper arm bone. A time of 0 implies the hand effector is directly on top of the upper arm origin (ie: up at your shoulder), a time = 1, that implies the hand effector is somewhere exactly a full arm's length away, a time of 1.7 implies the hand effector is somewhere exactly 1.7 times the arm's length away. Value axis is the effector weight from 0 to 1.")]
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public AnimationCurve HandEffectorWeight;
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// Token: 0x0400E158 RID: 57688
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x400E158")]
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public float MinWalkingBackwardAngleThreshold;
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// Token: 0x0400E159 RID: 57689
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[FieldOffset(Offset = "0x6C")]
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[Token(Token = "0x400E159")]
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public float MaxWalkingForwardAngleThreshold;
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// Token: 0x0400E15A RID: 57690
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x400E15A")]
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public float WalkingForwardBackwardBlendTime;
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// Token: 0x0400E15B RID: 57691
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[FieldOffset(Offset = "0x74")]
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[Token(Token = "0x400E15B")]
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public float SteeringBlendTime;
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// Token: 0x0400E15C RID: 57692
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x400E15C")]
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public float SpeedChangeTime;
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// Token: 0x0400E15D RID: 57693
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[FieldOffset(Offset = "0x7C")]
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[Token(Token = "0x400E15D")]
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public float DirectionChangeDampTime;
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// Token: 0x0400E15E RID: 57694
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x400E15E")]
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public float TurnInPlaceDampTime;
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}
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}
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