Example #1
0
 void IInterpTimedEventReceiver.OnInterpTimedEvent()
 {
     if (!this.OnInterpTimedEvent())
     {
         InterpTimedEvent.MarkUnhandled();
     }
 }
Example #2
0
    void IInterpTimedEventReceiver.OnInterpTimedEvent()
    {
        int    num;
        string tag = InterpTimedEvent.Tag;

        if (tag != null)
        {
            if (ClientVitalsSync.< > f__switch$map2 == null)
            {
                ClientVitalsSync.< > f__switch$map2 = new Dictionary <string, int>(1)
                {
                    { "DMG", 0 }
                };
            }
            if (ClientVitalsSync.< > f__switch$map2.TryGetValue(tag, out num))
            {
                if (num != 0)
                {
                    InterpTimedEvent.MarkUnhandled();
                    return;
                }
                this.ClientHealthChange(InterpTimedEvent.Argument <float>(0), InterpTimedEvent.Argument <GameObject>(1));
                return;
            }
        }
        InterpTimedEvent.MarkUnhandled();
    }
Example #3
0
    void IInterpTimedEventReceiver.OnInterpTimedEvent()
    {
        int    num;
        string tag = InterpTimedEvent.Tag;

        if (tag != null)
        {
            if (DeathTransfer.< > f__switch$map3 == null)
            {
                Dictionary <string, int> strs = new Dictionary <string, int>(2)
                {
                    { "ClientLocalDeath", 0 },
                    { "RAG", 1 }
                };
                DeathTransfer.< > f__switch$map3 = strs;
            }
            if (DeathTransfer.< > f__switch$map3.TryGetValue(tag, out num))
            {
                if (num == 0)
                {
                    try
                    {
                        this.ClientLocalDeath();
                    }
                    finally
                    {
                        if (!base.localControlled)
                        {
                            UnityEngine.Object.Destroy(base.gameObject);
                        }
                    }
                    return;
                }
                else
                {
                    if (num != 1)
                    {
                        InterpTimedEvent.MarkUnhandled();
                        return;
                    }
                    try
                    {
                        this.DeathRagdoll();
                    }
                    finally
                    {
                        UnityEngine.Object.Destroy(base.gameObject);
                    }
                    return;
                }
            }
        }
        InterpTimedEvent.MarkUnhandled();
    }
Example #4
0
 void IInterpTimedEventReceiver.OnInterpTimedEvent()
 {
     if (InterpTimedEvent.Tag == "LAND")
     {
         this.LandShared();
         GameObject obj2 = UnityEngine.Object.Instantiate(this.landedEffect, base.transform.position, base.transform.rotation) as GameObject;
         UnityEngine.Object.Destroy(obj2, 2.5f);
         this._landed = true;
         this.chute.Landed();
     }
     else
     {
         InterpTimedEvent.MarkUnhandled();
     }
 }
Example #5
0
    protected virtual void OnInterpTimedEvent()
    {
        uLink.BitStream bitStream;
        int             num;
        int             num1 = -1;
        string          tag  = InterpTimedEvent.Tag;

        if (tag != null)
        {
            if (ItemRepresentation.< > f__switch$mapB == null)
            {
                Dictionary <string, int> strs = new Dictionary <string, int>(4)
                {
                    { "Action1", 0 },
                    { "Action2", 1 },
                    { "Action3", 2 },
                    { "InterpDestroy", 3 }
                };
                ItemRepresentation.< > f__switch$mapB = strs;
            }
            if (ItemRepresentation.< > f__switch$mapB.TryGetValue(tag, out num))
            {
                switch (num)
                {
                case 0:
                {
                    num1      = 1;
                    bitStream = InterpTimedEvent.Argument <uLink.BitStream>(0);
                    break;
                }

                case 1:
                {
                    num1      = 2;
                    bitStream = InterpTimedEvent.Argument <uLink.BitStream>(0);
                    break;
                }

                case 2:
                {
                    num1      = 3;
                    bitStream = InterpTimedEvent.Argument <uLink.BitStream>(0);
                    break;
                }

                case 3:
                {
                    UnityEngine.Object.Destroy(base.gameObject);
                    return;
                }

                default:
                {
                    InterpTimedEvent.MarkUnhandled();
                    return;
                }
                }
                uLink.NetworkMessageInfo info = InterpTimedEvent.Info;
                this.RunAction(num1, bitStream, ref info);
                return;
            }
        }
        InterpTimedEvent.MarkUnhandled();
    }