using System; using Cpp2IlInjected; using UnityEngine; namespace RootMotion.FinalIK { // Token: 0x020000D9 RID: 217 [Token(Token = "0x2000087")] public class Recoil : OffsetModifier { // Token: 0x170000C1 RID: 193 // (get) Token: 0x0600068D RID: 1677 RVA: 0x00004938 File Offset: 0x00002B38 [Token(Token = "0x17000072")] public bool isFinished { [Token(Token = "0x60004EE")] [Address(RVA = "0xD98C30", Offset = "0xD97C30", VA = "0x180D98C30")] get { return default(bool); } } // Token: 0x0600068E RID: 1678 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004EF")] [Address(RVA = "0xD98B50", Offset = "0xD97B50", VA = "0x180D98B50")] public void SetHandRotations(Quaternion leftHandRotation, Quaternion rightHandRotation) { } // Token: 0x0600068F RID: 1679 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004F0")] [Address(RVA = "0xD97630", Offset = "0xD96630", VA = "0x180D97630")] public void Fire(float magnitude) { } // Token: 0x06000690 RID: 1680 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004F1")] [Address(RVA = "0xD97B80", Offset = "0xD96B80", VA = "0x180D97B80", Slot = "4")] protected override void OnModifyOffset() { } // Token: 0x06000691 RID: 1681 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004F2")] [Address(RVA = "0xD97420", Offset = "0xD96420", VA = "0x180D97420")] private void AfterFBBIK() { } // Token: 0x06000692 RID: 1682 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004F3")] [Address(RVA = "0xD973D0", Offset = "0xD963D0", VA = "0x180D973D0")] private void AfterAimIK() { } // Token: 0x170000C2 RID: 194 // (get) Token: 0x06000693 RID: 1683 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x17000073")] private IKEffector primaryHandEffector { [Token(Token = "0x60004F4")] [Address(RVA = "0xD98C50", Offset = "0xD97C50", VA = "0x180D98C50")] get { return null; } } // Token: 0x170000C3 RID: 195 // (get) Token: 0x06000694 RID: 1684 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x17000074")] private IKEffector secondaryHandEffector { [Token(Token = "0x60004F5")] [Address(RVA = "0xD98CF0", Offset = "0xD97CF0", VA = "0x180D98CF0")] get { return null; } } // Token: 0x170000C4 RID: 196 // (get) Token: 0x06000695 RID: 1685 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x17000075")] private Transform primaryHand { [Token(Token = "0x60004F6")] [Address(RVA = "0xD98CA0", Offset = "0xD97CA0", VA = "0x180D98CA0")] get { return null; } } // Token: 0x170000C5 RID: 197 // (get) Token: 0x06000696 RID: 1686 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x17000076")] private Transform secondaryHand { [Token(Token = "0x60004F7")] [Address(RVA = "0xD98D40", Offset = "0xD97D40", VA = "0x180D98D40")] get { return null; } } // Token: 0x06000697 RID: 1687 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004F8")] [Address(RVA = "0xD97900", Offset = "0xD96900", VA = "0x180D97900", Slot = "6")] protected override void OnDestroy() { } // Token: 0x06000698 RID: 1688 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004F9")] [Address(RVA = "0xD98B80", Offset = "0xD97B80", VA = "0x180D98B80")] public Recoil() { } // Token: 0x0400061B RID: 1563 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40003D4")] [Tooltip("Reference to the AimIK component. Optional, only used to getting the aiming direction.")] public AimIK aimIK; // Token: 0x0400061C RID: 1564 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40003D5")] [Tooltip("Set this true if you are using IKExecutionOrder.cs or a custom script to force AimIK solve after FBBIK.")] public bool aimIKSolvedLast; // Token: 0x0400061D RID: 1565 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x40003D6")] [Tooltip("Which hand is holding the weapon?")] public Recoil.Handedness handedness; // Token: 0x0400061E RID: 1566 [FieldOffset(Offset = "0x40")] [Token(Token = "0x40003D7")] [Tooltip("Check for 2-handed weapons.")] public bool twoHanded; // Token: 0x0400061F RID: 1567 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40003D8")] [Tooltip("Weight curve for the recoil offsets. Recoil procedure is as long as this curve.")] public AnimationCurve recoilWeight; // Token: 0x04000620 RID: 1568 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40003D9")] [Tooltip("How much is the magnitude randomized each time Recoil is called?")] public float magnitudeRandom; // Token: 0x04000621 RID: 1569 [FieldOffset(Offset = "0x54")] [Token(Token = "0x40003DA")] [Tooltip("How much is the rotation randomized each time Recoil is called?")] public Vector3 rotationRandom; // Token: 0x04000622 RID: 1570 [FieldOffset(Offset = "0x60")] [Token(Token = "0x40003DB")] [Tooltip("Rotating the primary hand bone for the recoil (in local space).")] public Vector3 handRotationOffset; // Token: 0x04000623 RID: 1571 [FieldOffset(Offset = "0x6C")] [Token(Token = "0x40003DC")] [Tooltip("Time of blending in another recoil when doing automatic fire.")] public float blendTime; // Token: 0x04000624 RID: 1572 [FieldOffset(Offset = "0x70")] [Token(Token = "0x40003DD")] [Space] [Space(10f)] [Tooltip("FBBIK effector position offsets for the recoil (in aiming direction space).")] public Recoil.RecoilOffset[] offsets; // Token: 0x04000625 RID: 1573 [FieldOffset(Offset = "0x78")] [Token(Token = "0x40003DE")] [HideInInspector] public Quaternion rotationOffset; // Token: 0x04000626 RID: 1574 [FieldOffset(Offset = "0x88")] [Token(Token = "0x40003DF")] private float magnitudeMlp; // Token: 0x04000627 RID: 1575 [FieldOffset(Offset = "0x8C")] [Token(Token = "0x40003E0")] private float endTime; // Token: 0x04000628 RID: 1576 [FieldOffset(Offset = "0x90")] [Token(Token = "0x40003E1")] private Quaternion handRotation; // Token: 0x04000629 RID: 1577 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x40003E2")] private Quaternion secondaryHandRelativeRotation; // Token: 0x0400062A RID: 1578 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x40003E3")] private Quaternion randomRotation; // Token: 0x0400062B RID: 1579 [FieldOffset(Offset = "0xC0")] [Token(Token = "0x40003E4")] private float length; // Token: 0x0400062C RID: 1580 [FieldOffset(Offset = "0xC4")] [Token(Token = "0x40003E5")] private bool initiated; // Token: 0x0400062D RID: 1581 [FieldOffset(Offset = "0xC8")] [Token(Token = "0x40003E6")] private float blendWeight; // Token: 0x0400062E RID: 1582 [FieldOffset(Offset = "0xCC")] [Token(Token = "0x40003E7")] private float w; // Token: 0x0400062F RID: 1583 [FieldOffset(Offset = "0xD0")] [Token(Token = "0x40003E8")] private Quaternion primaryHandRotation; // Token: 0x04000630 RID: 1584 [FieldOffset(Offset = "0xE0")] [Token(Token = "0x40003E9")] private bool handRotationsSet; // Token: 0x04000631 RID: 1585 [FieldOffset(Offset = "0xE4")] [Token(Token = "0x40003EA")] private Vector3 aimIKAxis; // Token: 0x020000DA RID: 218 [Token(Token = "0x2000116")] [Serializable] public class RecoilOffset { // Token: 0x06000699 RID: 1689 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60007CC")] [Address(RVA = "0xD972D0", Offset = "0xD962D0", VA = "0x180D972D0")] public void Start() { } // Token: 0x0600069A RID: 1690 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60007CD")] [Address(RVA = "0xD96FC0", Offset = "0xD95FC0", VA = "0x180D96FC0")] public void Apply(IKSolverFullBodyBiped solver, Quaternion rotation, float masterWeight, float length, float timeLeft) { } // Token: 0x0600069B RID: 1691 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60007CE")] [Address(RVA = "0xD973B0", Offset = "0xD963B0", VA = "0x180D973B0")] public RecoilOffset() { } // Token: 0x04000632 RID: 1586 [FieldOffset(Offset = "0x10")] [Token(Token = "0x40007EC")] [Tooltip("Offset vector for the associated effector when doing recoil.")] public Vector3 offset; // Token: 0x04000633 RID: 1587 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x40007ED")] [Tooltip("When firing before the last recoil has faded, how much of the current recoil offset will be maintained?")] [Range(0f, 1f)] public float additivity; // Token: 0x04000634 RID: 1588 [FieldOffset(Offset = "0x20")] [Token(Token = "0x40007EE")] [Tooltip("Max additive recoil for automatic fire.")] public float maxAdditiveOffsetMag; // Token: 0x04000635 RID: 1589 [FieldOffset(Offset = "0x28")] [Token(Token = "0x40007EF")] [Tooltip("Linking this recoil offset to FBBIK effectors.")] public Recoil.RecoilOffset.EffectorLink[] effectorLinks; // Token: 0x04000636 RID: 1590 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40007F0")] private Vector3 additiveOffset; // Token: 0x04000637 RID: 1591 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x40007F1")] private Vector3 lastOffset; // Token: 0x020000DB RID: 219 [Token(Token = "0x2000139")] [Serializable] public class EffectorLink { // Token: 0x0600069C RID: 1692 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x6000819")] [Address(RVA = "0x412370", Offset = "0x411370", VA = "0x180412370")] public EffectorLink() { } // Token: 0x04000638 RID: 1592 [FieldOffset(Offset = "0x10")] [Token(Token = "0x400089F")] [Tooltip("Type of the FBBIK effector to use")] public FullBodyBipedEffector effector; // Token: 0x04000639 RID: 1593 [FieldOffset(Offset = "0x14")] [Token(Token = "0x40008A0")] [Tooltip("Weight of using this effector")] public float weight; } } // Token: 0x020000DC RID: 220 [Token(Token = "0x2000117")] [Serializable] public enum Handedness { // Token: 0x0400063B RID: 1595 [Token(Token = "0x40007F3")] Right, // Token: 0x0400063C RID: 1596 [Token(Token = "0x40007F4")] Left } } }