public override bool OnHitAsProjectile(CellFace?cellFace, ComponentBody componentBody, WorldItem worldItem)
 {
     ArrowBlock.ArrowType arrowType = ArrowBlock.GetArrowType(Terrain.ExtractData(worldItem.Value));
     if (worldItem.Velocity.Length() > 10f)
     {
         float num = 0.1f;
         if (arrowType == ArrowBlock.ArrowType.FireArrow)
         {
             num = 0.5f;
         }
         if (arrowType == ArrowBlock.ArrowType.WoodenArrow)
         {
             num = 0.2f;
         }
         if (arrowType == ArrowBlock.ArrowType.DiamondArrow)
         {
             num = 0f;
         }
         if (arrowType == ArrowBlock.ArrowType.IronBolt)
         {
             num = 0.05f;
         }
         if (arrowType == ArrowBlock.ArrowType.DiamondBolt)
         {
             num = 0f;
         }
         if (m_random.Float(0f, 1f) < num)
         {
             return(true);
         }
     }
     return(false);
 }
 public override void OnFiredAsProjectile(Projectile projectile)
 {
     if (ArrowBlock.GetArrowType(Terrain.ExtractData(projectile.Value)) == ArrowBlock.ArrowType.FireArrow)
     {
         m_subsystemProjectiles.AddTrail(projectile, Vector3.Zero, new SmokeTrailParticleSystem(20, 0.5f, float.MaxValue, Color.White));
         projectile.ProjectileStoppedAction = ProjectileStoppedAction.Disappear;
         projectile.IsIncendiary            = true;
     }
 }
Example #3
0
        public override void DrawBlock(PrimitivesRenderer3D primitivesRenderer, int value, Color color, float size, ref Matrix matrix, DrawBlockEnvironmentData environmentData)
        {
            int data = Terrain.ExtractData(value);
            int draw = GetDraw(data);

            ArrowBlock.ArrowType?arrowType = GetArrowType(data);
            BlocksManager.DrawMeshBlock(primitivesRenderer, m_standaloneBlockMeshes[draw], color, 2f * size, ref matrix, environmentData);
            if (arrowType.HasValue)
            {
                Matrix matrix2 = Matrix.CreateRotationX(-(float)Math.PI / 2f) * Matrix.CreateTranslation(0f, 0.2f * size, -0.09f * size) * matrix;
                int    value2  = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, arrowType.Value));
                BlocksManager.Blocks[192].DrawBlock(primitivesRenderer, value2, color, size, ref matrix2, environmentData);
            }
        }
Example #4
0
        public override int GetProcessInventoryItemCapacity(IInventory inventory, int slotIndex, int value)
        {
            int num = Terrain.ExtractContents(value);

            ArrowBlock.ArrowType arrowType = ArrowBlock.GetArrowType(Terrain.ExtractData(value));
            if (num == 192 && m_supportedArrowTypes.Contains(arrowType))
            {
                if (!BowBlock.GetArrowType(Terrain.ExtractData(inventory.GetSlotValue(slotIndex))).HasValue)
                {
                    return(1);
                }
                return(0);
            }
            return(0);
        }
Example #5
0
 public override void ProcessInventoryItem(IInventory inventory, int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount)
 {
     if (processCount == 1)
     {
         ArrowBlock.ArrowType arrowType = ArrowBlock.GetArrowType(Terrain.ExtractData(value));
         int data = Terrain.ExtractData(inventory.GetSlotValue(slotIndex));
         processedValue = 0;
         processedCount = 0;
         inventory.RemoveSlotItems(slotIndex, 1);
         inventory.AddSlotItems(slotIndex, Terrain.MakeBlockValue(191, 0, BowBlock.SetArrowType(data, arrowType)), 1);
     }
     else
     {
         processedValue = value;
         processedCount = count;
     }
 }
Example #6
0
        static SubsystemTreasureGeneratorBlockBehavior()
        {
            TreasureData[] array        = new TreasureData[61];
            TreasureData   treasureData = new TreasureData
            {
                Value       = 79,
                Probability = 4f,
                MaxCount    = 4
            };

            array[0]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 111,
                Probability = 1f,
                MaxCount    = 1
            };
            array[1]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 43,
                Probability = 4f,
                MaxCount    = 4
            };
            array[2]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 40,
                Probability = 2f,
                MaxCount    = 3
            };
            array[3]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 42,
                Probability = 4f,
                MaxCount    = 3
            };
            array[4]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 22,
                Probability = 4f,
                MaxCount    = 4
            };
            array[5]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 103,
                Probability = 2f,
                MaxCount    = 4
            };
            array[6]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 150,
                Probability = 1f,
                MaxCount    = 1
            };
            array[7]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 21,
                Probability = 2f,
                MaxCount    = 16
            };
            array[8]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 159,
                Probability = 2f,
                MaxCount    = 4
            };
            array[9]     = treasureData;
            treasureData = new TreasureData
            {
                Value       = 207,
                Probability = 2f,
                MaxCount    = 4
            };
            array[10]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 17,
                Probability = 2f,
                MaxCount    = 2
            };
            array[11]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 31,
                Probability = 4f,
                MaxCount    = 4
            };
            array[12]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 108,
                Probability = 4f,
                MaxCount    = 8
            };
            array[13]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 109,
                Probability = 2f,
                MaxCount    = 4
            };
            array[14]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 105,
                Probability = 1f,
                MaxCount    = 4
            };
            array[15]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 106,
                Probability = 1f,
                MaxCount    = 2
            };
            array[16]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 107,
                Probability = 1f,
                MaxCount    = 1
            };
            array[17]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 234,
                Probability = 1f,
                MaxCount    = 4
            };
            array[18]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 235,
                Probability = 1f,
                MaxCount    = 2
            };
            array[19]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 236,
                Probability = 1f,
                MaxCount    = 1
            };
            array[20]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 132,
                Probability = 2f,
                MaxCount    = 2
            };
            array[21]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(173, 0, 6),
                Probability = 2f,
                MaxCount    = 8
            };
            array[22]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(173, 0, 7),
                Probability = 8f,
                MaxCount    = 8
            };
            array[23]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(173, 0, 5),
                Probability = 8f,
                MaxCount    = 8
            };
            array[24]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(173, 0, 6),
                Probability = 2f,
                MaxCount    = 8
            };
            array[25]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(119, 0, 0),
                Probability = 2f,
                MaxCount    = 8
            };
            array[26]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(119, 0, 1),
                Probability = 2f,
                MaxCount    = 8
            };
            array[27]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(119, 0, 2),
                Probability = 2f,
                MaxCount    = 8
            };
            array[28]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(119, 0, 3),
                Probability = 2f,
                MaxCount    = 8
            };
            array[29]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(119, 0, 4),
                Probability = 2f,
                MaxCount    = 8
            };
            array[30]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 191,
                Probability = 4f,
                MaxCount    = 1
            };
            array[31]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, ArrowBlock.ArrowType.CopperArrow)),
                Probability = 2f,
                MaxCount    = 2
            };
            array[32]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, ArrowBlock.ArrowType.IronArrow)),
                Probability = 2f,
                MaxCount    = 2
            };
            array[33]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, ArrowBlock.ArrowType.DiamondArrow)),
                Probability = 1f,
                MaxCount    = 2
            };
            array[34]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, ArrowBlock.ArrowType.FireArrow)),
                Probability = 2f,
                MaxCount    = 2
            };
            array[35]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 200,
                Probability = 1f,
                MaxCount    = 1
            };
            array[36]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, ArrowBlock.ArrowType.IronBolt)),
                Probability = 2f,
                MaxCount    = 2
            };
            array[37]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, ArrowBlock.ArrowType.DiamondBolt)),
                Probability = 1f,
                MaxCount    = 2
            };
            array[38]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, ArrowBlock.ArrowType.ExplosiveBolt)),
                Probability = 1f,
                MaxCount    = 2
            };
            array[39]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 212,
                Probability = 1f,
                MaxCount    = 1
            };
            array[40]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 124,
                Probability = 1f,
                MaxCount    = 1
            };
            array[41]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 125,
                Probability = 1f,
                MaxCount    = 1
            };
            array[42]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 82,
                Probability = 1f,
                MaxCount    = 1
            };
            array[43]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 116,
                Probability = 1f,
                MaxCount    = 1
            };
            array[44]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 36,
                Probability = 1f,
                MaxCount    = 1
            };
            array[45]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 113,
                Probability = 1f,
                MaxCount    = 1
            };
            array[46]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 38,
                Probability = 1f,
                MaxCount    = 1
            };
            array[47]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 115,
                Probability = 1f,
                MaxCount    = 1
            };
            array[48]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 37,
                Probability = 1f,
                MaxCount    = 1
            };
            array[49]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 114,
                Probability = 1f,
                MaxCount    = 1
            };
            array[50]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 171,
                Probability = 1f,
                MaxCount    = 1
            };
            array[51]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 172,
                Probability = 1f,
                MaxCount    = 1
            };
            array[52]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 90,
                Probability = 1f,
                MaxCount    = 1
            };
            array[53]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 160,
                Probability = 1f,
                MaxCount    = 1
            };
            array[54]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 158,
                Probability = 2f,
                MaxCount    = 1
            };
            array[55]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 133,
                Probability = 1f,
                MaxCount    = 10
            };
            array[56]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 179,
                Probability = 1f,
                MaxCount    = 2
            };
            array[57]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 142,
                Probability = 1f,
                MaxCount    = 2
            };
            array[58]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 141,
                Probability = 1f,
                MaxCount    = 2
            };
            array[59]    = treasureData;
            treasureData = new TreasureData
            {
                Value       = 237,
                Probability = 1f,
                MaxCount    = 2
            };
            array[60]      = treasureData;
            m_treasureData = array;
        }
Example #7
0
        public override bool OnAim(Ray3 aim, ComponentMiner componentMiner, AimState state)
        {
            IInventory inventory = componentMiner.Inventory;

            if (inventory != null)
            {
                int activeSlotIndex = inventory.ActiveSlotIndex;
                if (activeSlotIndex >= 0)
                {
                    int slotValue = inventory.GetSlotValue(activeSlotIndex);
                    int slotCount = inventory.GetSlotCount(activeSlotIndex);
                    int num       = Terrain.ExtractContents(slotValue);
                    int data      = Terrain.ExtractData(slotValue);
                    if (num == 191 && slotCount > 0)
                    {
                        if (!m_aimStartTimes.TryGetValue(componentMiner, out double value))
                        {
                            value = m_subsystemTime.GameTime;
                            m_aimStartTimes[componentMiner] = value;
                        }
                        float   num2 = (float)(m_subsystemTime.GameTime - value);
                        float   num3 = (float)MathUtils.Remainder(m_subsystemTime.GameTime, 1000.0);
                        Vector3 v    = ((componentMiner.ComponentCreature.ComponentBody.IsSneaking ? 0.02f : 0.04f) + 0.25f * MathUtils.Saturate((num2 - 2.1f) / 5f)) * new Vector3
                        {
                            X = SimplexNoise.OctavedNoise(num3, 2f, 3, 2f, 0.5f),
                            Y = SimplexNoise.OctavedNoise(num3 + 100f, 2f, 3, 2f, 0.5f),
                            Z = SimplexNoise.OctavedNoise(num3 + 200f, 2f, 3, 2f, 0.5f)
                        };
                        aim.Direction = Vector3.Normalize(aim.Direction + v);
                        switch (state)
                        {
                        case AimState.InProgress:
                        {
                            if (num2 >= 9f)
                            {
                                componentMiner.ComponentCreature.ComponentCreatureSounds.PlayMoanSound();
                                return(true);
                            }
                            ComponentFirstPersonModel componentFirstPersonModel = componentMiner.Entity.FindComponent <ComponentFirstPersonModel>();
                            if (componentFirstPersonModel != null)
                            {
                                componentMiner.ComponentPlayer?.ComponentAimingSights.ShowAimingSights(aim.Position, aim.Direction);
                                componentFirstPersonModel.ItemOffsetOrder   = new Vector3(-0.1f, 0.15f, 0f);
                                componentFirstPersonModel.ItemRotationOrder = new Vector3(0f, -0.7f, 0f);
                            }
                            componentMiner.ComponentCreature.ComponentCreatureModel.AimHandAngleOrder       = 1.2f;
                            componentMiner.ComponentCreature.ComponentCreatureModel.InHandItemOffsetOrder   = new Vector3(0f, 0f, 0f);
                            componentMiner.ComponentCreature.ComponentCreatureModel.InHandItemRotationOrder = new Vector3(0f, -0.2f, 0f);
                            if (m_subsystemTime.PeriodicGameTimeEvent(0.10000000149011612, 0.0))
                            {
                                int draw2 = MathUtils.Min(BowBlock.GetDraw(data) + 1, 15);
                                inventory.RemoveSlotItems(activeSlotIndex, 1);
                                inventory.AddSlotItems(activeSlotIndex, Terrain.MakeBlockValue(num, 0, BowBlock.SetDraw(data, draw2)), 1);
                            }
                            break;
                        }

                        case AimState.Cancelled:
                            inventory.RemoveSlotItems(activeSlotIndex, 1);
                            inventory.AddSlotItems(activeSlotIndex, Terrain.MakeBlockValue(num, 0, BowBlock.SetDraw(data, 0)), 1);
                            m_aimStartTimes.Remove(componentMiner);
                            break;

                        case AimState.Completed:
                        {
                            int draw = BowBlock.GetDraw(data);
                            ArrowBlock.ArrowType?arrowType = BowBlock.GetArrowType(data);
                            if (arrowType.HasValue)
                            {
                                Vector3 vector  = componentMiner.ComponentCreature.ComponentCreatureModel.EyePosition + componentMiner.ComponentCreature.ComponentBody.Matrix.Right * 0.3f - componentMiner.ComponentCreature.ComponentBody.Matrix.Up * 0.2f;
                                Vector3 vector2 = Vector3.Normalize(vector + aim.Direction * 10f - vector);
                                float   num4    = MathUtils.Lerp(0f, 28f, MathUtils.Pow((float)draw / 15f, 0.75f));
                                if (componentMiner.ComponentPlayer != null)
                                {
                                    num4 *= 0.5f * (componentMiner.ComponentPlayer.ComponentLevel.StrengthFactor - 1f) + 1f;
                                }
                                Vector3 vector3 = Vector3.Zero;
                                if (arrowType == ArrowBlock.ArrowType.WoodenArrow)
                                {
                                    vector3 = new Vector3(0.025f, 0.025f, 0.025f);
                                }
                                if (arrowType == ArrowBlock.ArrowType.StoneArrow)
                                {
                                    vector3 = new Vector3(0.01f, 0.01f, 0.01f);
                                }
                                int     value2  = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, arrowType.Value));
                                Vector3 vector4 = Vector3.Normalize(Vector3.Cross(vector2, Vector3.UnitY));
                                Vector3 v2      = Vector3.Normalize(Vector3.Cross(vector2, vector4));
                                Vector3 v3      = m_random.Float(0f - vector3.X, vector3.X) * vector4 + m_random.Float(0f - vector3.Y, vector3.Y) * v2 + m_random.Float(0f - vector3.Z, vector3.Z) * vector2;
                                if (m_subsystemProjectiles.FireProjectile(value2, vector, (vector2 + v3) * num4, Vector3.Zero, componentMiner.ComponentCreature) != null)
                                {
                                    data = BowBlock.SetArrowType(data, null);
                                    m_subsystemAudio.PlaySound("Audio/Bow", 1f, m_random.Float(-0.1f, 0.1f), vector, 3f, autoDelay: true);
                                }
                            }
                            else
                            {
                                componentMiner.ComponentPlayer?.ComponentGui.DisplaySmallMessage("Load an arrow first", Color.White, blinking: true, playNotificationSound: false);
                            }
                            inventory.RemoveSlotItems(activeSlotIndex, 1);
                            int value3 = Terrain.MakeBlockValue(num, 0, BowBlock.SetDraw(data, 0));
                            inventory.AddSlotItems(activeSlotIndex, value3, 1);
                            int damageCount = 0;
                            if (draw >= 15)
                            {
                                damageCount = 2;
                            }
                            else if (draw >= 4)
                            {
                                damageCount = 1;
                            }
                            componentMiner.DamageActiveTool(damageCount);
                            m_aimStartTimes.Remove(componentMiner);
                            break;
                        }
                        }
                    }
                }
            }
            return(false);
        }
        public override bool OnAim(Ray3 aim, ComponentMiner componentMiner, AimState state)
        {
            IInventory inventory = componentMiner.Inventory;

            if (inventory != null)
            {
                int activeSlotIndex = inventory.ActiveSlotIndex;
                if (activeSlotIndex >= 0)
                {
                    int slotValue = inventory.GetSlotValue(activeSlotIndex);
                    int slotCount = inventory.GetSlotCount(activeSlotIndex);
                    int num       = Terrain.ExtractContents(slotValue);
                    int data      = Terrain.ExtractData(slotValue);
                    if (num == 200 && slotCount > 0)
                    {
                        int draw = CrossbowBlock.GetDraw(data);
                        if (!m_aimStartTimes.TryGetValue(componentMiner, out double value))
                        {
                            value = m_subsystemTime.GameTime;
                            m_aimStartTimes[componentMiner] = value;
                        }
                        float   num2 = (float)(m_subsystemTime.GameTime - value);
                        float   num3 = (float)MathUtils.Remainder(m_subsystemTime.GameTime, 1000.0);
                        Vector3 v    = ((componentMiner.ComponentCreature.ComponentBody.IsSneaking ? 0.01f : 0.03f) + 0.15f * MathUtils.Saturate((num2 - 2.5f) / 6f)) * new Vector3
                        {
                            X = SimplexNoise.OctavedNoise(num3, 2f, 3, 2f, 0.5f),
                            Y = SimplexNoise.OctavedNoise(num3 + 100f, 2f, 3, 2f, 0.5f),
                            Z = SimplexNoise.OctavedNoise(num3 + 200f, 2f, 3, 2f, 0.5f)
                        };
                        aim.Direction = Vector3.Normalize(aim.Direction + v);
                        switch (state)
                        {
                        case AimState.InProgress:
                        {
                            if (num2 >= 10f)
                            {
                                componentMiner.ComponentCreature.ComponentCreatureSounds.PlayMoanSound();
                                return(true);
                            }
                            ComponentFirstPersonModel componentFirstPersonModel = componentMiner.Entity.FindComponent <ComponentFirstPersonModel>();
                            if (componentFirstPersonModel != null)
                            {
                                componentMiner.ComponentPlayer?.ComponentAimingSights.ShowAimingSights(aim.Position, aim.Direction);
                                componentFirstPersonModel.ItemOffsetOrder   = new Vector3(-0.22f, 0.15f, 0.1f);
                                componentFirstPersonModel.ItemRotationOrder = new Vector3(-0.7f, 0f, 0f);
                            }
                            componentMiner.ComponentCreature.ComponentCreatureModel.AimHandAngleOrder       = 1.3f;
                            componentMiner.ComponentCreature.ComponentCreatureModel.InHandItemOffsetOrder   = new Vector3(-0.08f, -0.1f, 0.07f);
                            componentMiner.ComponentCreature.ComponentCreatureModel.InHandItemRotationOrder = new Vector3(-1.55f, 0f, 0f);
                            break;
                        }

                        case AimState.Cancelled:
                            m_aimStartTimes.Remove(componentMiner);
                            break;

                        case AimState.Completed:
                        {
                            ArrowBlock.ArrowType?arrowType = CrossbowBlock.GetArrowType(data);
                            if (draw != 15)
                            {
                                componentMiner.ComponentPlayer?.ComponentGui.DisplaySmallMessage("Draw the crossbow first", Color.White, blinking: true, playNotificationSound: false);
                            }
                            else if (!arrowType.HasValue)
                            {
                                componentMiner.ComponentPlayer?.ComponentGui.DisplaySmallMessage("Load a bolt first", Color.White, blinking: true, playNotificationSound: false);
                            }
                            else
                            {
                                Vector3 vector = componentMiner.ComponentCreature.ComponentCreatureModel.EyePosition + componentMiner.ComponentCreature.ComponentBody.Matrix.Right * 0.3f - componentMiner.ComponentCreature.ComponentBody.Matrix.Up * 0.2f;
                                Vector3 v2     = Vector3.Normalize(vector + aim.Direction * 10f - vector);
                                int     value2 = Terrain.MakeBlockValue(192, 0, ArrowBlock.SetArrowType(0, arrowType.Value));
                                float   s      = 38f;
                                if (m_subsystemProjectiles.FireProjectile(value2, vector, s * v2, Vector3.Zero, componentMiner.ComponentCreature) != null)
                                {
                                    data = CrossbowBlock.SetArrowType(data, null);
                                    m_subsystemAudio.PlaySound("Audio/Bow", 1f, m_random.Float(-0.1f, 0.1f), componentMiner.ComponentCreature.ComponentCreatureModel.EyePosition, 3f, 0.05f);
                                }
                            }
                            inventory.RemoveSlotItems(activeSlotIndex, 1);
                            int value3 = Terrain.MakeBlockValue(num, 0, CrossbowBlock.SetDraw(data, 0));
                            inventory.AddSlotItems(activeSlotIndex, value3, 1);
                            if (draw > 0)
                            {
                                componentMiner.DamageActiveTool(1);
                                m_subsystemAudio.PlaySound("Audio/CrossbowBoing", 1f, m_random.Float(-0.1f, 0.1f), componentMiner.ComponentCreature.ComponentCreatureModel.EyePosition, 3f, 0f);
                            }
                            m_aimStartTimes.Remove(componentMiner);
                            break;
                        }
                        }
                    }
                }
            }
            return(false);
        }