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using System;
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using Cpp2IlInjected;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace RootMotion.Demos
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{
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// Token: 0x020000FF RID: 255
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[Token(Token = "0x20000A2")]
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public class FPSAiming : MonoBehaviour
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{
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// Token: 0x0600072A RID: 1834 RVA: 0x00002053 File Offset: 0x00000253
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[Token(Token = "0x6000579")]
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[Address(RVA = "0x2A66AA0", Offset = "0x2A658A0", VA = "0x182A66AA0")]
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private void Start()
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{
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}
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// Token: 0x0600072B RID: 1835 RVA: 0x00002053 File Offset: 0x00000253
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[Token(Token = "0x600057A")]
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[Address(RVA = "0x2A65890", Offset = "0x2A64690", VA = "0x182A65890")]
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private void FixedUpdate()
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{
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}
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// Token: 0x0600072C RID: 1836 RVA: 0x00002053 File Offset: 0x00000253
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[Token(Token = "0x600057B")]
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[Address(RVA = "0x2A658A0", Offset = "0x2A646A0", VA = "0x182A658A0")]
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private void LateUpdate()
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{
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}
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// Token: 0x0600072D RID: 1837 RVA: 0x00002053 File Offset: 0x00000253
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[Token(Token = "0x600057C")]
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[Address(RVA = "0x2A65440", Offset = "0x2A64240", VA = "0x182A65440")]
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private void Aiming()
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{
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}
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// Token: 0x0600072E RID: 1838 RVA: 0x00002053 File Offset: 0x00000253
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[Token(Token = "0x600057D")]
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[Address(RVA = "0x2A659C0", Offset = "0x2A647C0", VA = "0x182A659C0")]
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private void LookDownTheSight()
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{
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}
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// Token: 0x0600072F RID: 1839 RVA: 0x00002053 File Offset: 0x00000253
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[Token(Token = "0x600057E")]
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[Address(RVA = "0x2A66740", Offset = "0x2A65540", VA = "0x182A66740")]
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private void RotateCharacter()
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{
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}
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// Token: 0x06000730 RID: 1840 RVA: 0x00002053 File Offset: 0x00000253
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[Token(Token = "0x600057F")]
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[Address(RVA = "0x2A66C80", Offset = "0x2A65A80", VA = "0x182A66C80")]
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public FPSAiming()
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{
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}
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// Token: 0x04000720 RID: 1824
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x400049C")]
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[Range(0f, 1f)]
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public float aimWeight;
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// Token: 0x04000721 RID: 1825
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[FieldOffset(Offset = "0x1C")]
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[Token(Token = "0x400049D")]
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[Range(0f, 1f)]
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public float sightWeight;
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// Token: 0x04000722 RID: 1826
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x400049E")]
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[Range(0f, 180f)]
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public float maxAngle;
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// Token: 0x04000723 RID: 1827
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[FieldOffset(Offset = "0x24")]
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[Token(Token = "0x400049F")]
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public Vector3 aimOffset;
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// Token: 0x04000724 RID: 1828
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x40004A0")]
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public bool animatePhysics;
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// Token: 0x04000725 RID: 1829
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x40004A1")]
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public Transform gun;
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// Token: 0x04000726 RID: 1830
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x40004A2")]
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public Transform gunTarget;
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// Token: 0x04000727 RID: 1831
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x40004A3")]
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public FullBodyBipedIK ik;
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// Token: 0x04000728 RID: 1832
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x40004A4")]
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public AimIK gunAim;
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// Token: 0x04000729 RID: 1833
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x40004A5")]
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public AimIK headAim;
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// Token: 0x0400072A RID: 1834
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x40004A6")]
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public CameraControllerFPS cam;
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// Token: 0x0400072B RID: 1835
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x40004A7")]
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public Recoil recoil;
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// Token: 0x0400072C RID: 1836
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x40004A8")]
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[Range(0f, 1f)]
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public float cameraRecoilWeight;
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// Token: 0x0400072D RID: 1837
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[FieldOffset(Offset = "0x74")]
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[Token(Token = "0x40004A9")]
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private Vector3 gunTargetDefaultLocalPosition;
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// Token: 0x0400072E RID: 1838
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x40004AA")]
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private Vector3 gunTargetDefaultLocalRotation;
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// Token: 0x0400072F RID: 1839
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[FieldOffset(Offset = "0x8C")]
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[Token(Token = "0x40004AB")]
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private Vector3 camDefaultLocalPosition;
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// Token: 0x04000730 RID: 1840
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[FieldOffset(Offset = "0x98")]
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[Token(Token = "0x40004AC")]
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private Vector3 camRelativeToGunTarget;
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// Token: 0x04000731 RID: 1841
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[FieldOffset(Offset = "0xA4")]
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[Token(Token = "0x40004AD")]
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private bool updateFrame;
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}
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}
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