private static void Init() { Loadout.BodyLoadoutManager.defaultBodyLoadouts = new Loadout.BodyLoadoutManager.BodyLoadout[BodyCatalog.bodyCount]; Loadout.BodyLoadoutManager.allBodyInfos = new Loadout.BodyLoadoutManager.BodyInfo[Loadout.BodyLoadoutManager.defaultBodyLoadouts.Length]; for (int i = 0; i < Loadout.BodyLoadoutManager.defaultBodyLoadouts.Length; i++) { Loadout.BodyLoadoutManager.BodyInfo bodyInfo = default(Loadout.BodyLoadoutManager.BodyInfo); bodyInfo.prefabSkillSlots = BodyCatalog.GetBodyPrefabBodyComponent(i).GetComponents <GenericSkill>(); bodyInfo.skillFamilyIndices = new int[bodyInfo.skillSlotCount]; for (int j = 0; j < bodyInfo.prefabSkillSlots.Length; j++) { int[] skillFamilyIndices = bodyInfo.skillFamilyIndices; int num = j; SkillFamily skillFamily = bodyInfo.prefabSkillSlots[j].skillFamily; skillFamilyIndices[num] = ((skillFamily != null) ? skillFamily.catalogIndex : -1); } Loadout.BodyLoadoutManager.allBodyInfos[i] = bodyInfo; uint[] array = new uint[bodyInfo.skillSlotCount]; for (int k = 0; k < bodyInfo.prefabSkillSlots.Length; k++) { array[k] = bodyInfo.prefabSkillSlots[k].skillFamily.defaultVariantIndex; } Loadout.BodyLoadoutManager.defaultBodyLoadouts[i] = new Loadout.BodyLoadoutManager.BodyLoadout { bodyIndex = i, skinPreference = 0U, skillPreferences = array }; } Loadout.GenerateViewables(); }