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