using System; using Cpp2IlInjected; using UnityEngine; namespace RecRoom.Core.AI { // Token: 0x0200350F RID: 13583 [Token(Token = "0x200350F")] public class EnemySprayShotRangedWeapon : EnemyRangedWeapon { // Token: 0x06017A2F RID: 96815 RVA: 0x005843BC File Offset: 0x005825BC [Token(Token = "0x6017A2F")] [Address(RVA = "0x1C91E00", Offset = "0x1C90E00", VA = "0x181C91E00", Slot = "18")] protected override void OIDBNANDMDM(Vector3 HEGDAEMJLDE, float EJHELOHKGCF) { Transform projectileOriginTransform = this.projectileOriginTransform; Vector3 vector; float z = vector.z; float z2 = HEGDAEMJLDE.z; Vector3 vector2; float z3 = vector2.z; Vector3 vector3; float z4 = vector3.z; float z5 = Vector3.up.z; Vector3 vector4; float z6 = vector4.z; Vector3 vector5; float z7 = vector5.z; Vector3 vector6; float z8 = vector6.z; int num = this.projectileCount; Vector3 vector7; float z9 = vector7.z; int num2 = num - 1; num2 = num; if (num2 < num) { Vector3 vector8; float z10 = vector8.z; Transform projectileOriginTransform2 = this.projectileOriginTransform; Vector3 vector9; float z11 = vector9.z; Vector3 vector10; float z12 = vector10.z; num2++; } int num3 = num2 - 1; Vector3 vector11; float z13 = vector11.z; Vector3 vector12; float z14 = vector12.z; Transform projectileOriginTransform3 = this.projectileOriginTransform; Vector3 vector13; float z15 = vector13.z; Vector3 vector14; float z16 = vector14.z; } // Token: 0x06017A30 RID: 96816 RVA: 0x005844A0 File Offset: 0x005826A0 [Token(Token = "0x6017A30")] [Address(RVA = "0x1C922D0", Offset = "0x1C912D0", VA = "0x181C922D0")] public EnemySprayShotRangedWeapon() { Color white = Color.white; this.projectileSpeed = 2f; this.projectileImpactForce = 50f; base..ctor(); } // Token: 0x0400F5F6 RID: 62966 [FieldOffset(Offset = "0x158")] [Token(Token = "0x400F5F6")] [SerializeField] [Header("Spray")] private int projectileCount = (int)((ulong)5L); // Token: 0x0400F5F7 RID: 62967 [FieldOffset(Offset = "0x15C")] [Token(Token = "0x400F5F7")] [SerializeField] private float totalSprayAngle = 25f; } }