public void SetAttackedHitStatus(AttackedHitStatusOwner status)
 {
     //IL_003c: Unknown result type (might be due to invalid IL or missing references)
     //IL_0041: Unknown result type (might be due to invalid IL or missing references)
     //IL_0048: Unknown result type (might be due to invalid IL or missing references)
     //IL_004d: Unknown result type (might be due to invalid IL or missing references)
     attackInfoName = status.attackInfo.name;
     attackInfoRate = status.attackInfo.rateInfoRate;
     fromObjectID   = status.fromObjectID;
     fromType       = (int)status.fromType;
     fromPos        = status.fromPos;
     hitPos         = status.hitPos;
     fromClientID   = status.fromClientID;
     if (status.skillParam != null)
     {
         skillIndex = status.skillParam.skillIndex;
     }
     regionID         = status.regionID;
     weakState        = (int)status.weakState;
     damage           = status.damage;
     validDamage      = status.validDamage;
     downAddBase      = status.downAddBase;
     downAddWeak      = status.downAddWeak;
     isArrowBleed     = status.isArrowBleed;
     arrowBleedDamage = status.arrowBleedDamage;
     arrowBurstDamage = status.arrowBurstDamage;
     badStatusAdd.Copy(status.badStatusAdd);
     isSpAttackHit   = status.IsSpAttackHit;
     damageDetails   = status.damageDetails;
     isShadowSealing = status.isShadowSealing;
 }
 public void SetAttackedHitStatus(AttackedHitStatusFix status)
 {
     //IL_003c: Unknown result type (might be due to invalid IL or missing references)
     //IL_0041: Unknown result type (might be due to invalid IL or missing references)
     //IL_00d0: Unknown result type (might be due to invalid IL or missing references)
     //IL_00d5: Unknown result type (might be due to invalid IL or missing references)
     //IL_0124: Unknown result type (might be due to invalid IL or missing references)
     //IL_0129: Unknown result type (might be due to invalid IL or missing references)
     attackInfoName = status.attackInfo.name;
     attackInfoRate = status.attackInfo.rateInfoRate;
     fromObjectID   = status.fromObjectID;
     fromType       = (int)status.fromType;
     hitPos         = status.hitPos;
     fromClientID   = status.fromClientID;
     if (status.skillParam != null)
     {
         skillIndex = status.skillParam.skillIndex;
     }
     regionID         = status.regionID;
     weakState        = (int)status.weakState;
     damage           = status.damage;
     downAddBase      = status.downAddBase;
     downAddWeak      = status.downAddWeak;
     isArrowBleed     = status.isArrowBleed;
     arrowBleedDamage = status.arrowBleedDamage;
     arrowBurstDamage = status.arrowBurstDamage;
     hostPos          = status.hostPos;
     hostDir          = status.hostDir;
     afterHP          = status.afterHP;
     afterRegionHP    = status.afterRegionHP;
     afterHealHp      = status.afterHealHp;
     breakRegion      = status.breakRegion;
     reactionType     = status.reactionType;
     blowForce        = status.blowForce;
     downTotal        = status.downTotal;
     badStatusTotal.Copy(status.badStatusTotal);
     damageHpRate         = status.damageHpRate;
     arrowBleedSkipFirst  = status.arrowBleedSkipFirst;
     isSpAttackHit        = status.IsSpAttackHit;
     afterRegionBarrierHp = status.afterBarrierHp;
     damageDetails        = status.damageDetails;
     afterShieldHp        = status.afterShieldHp;
     afterGrabHp          = status.afterGrabHp;
     isShadowSealing      = status.isShadowSealing;
     aegisParam.Copy(status.aegisParam);
 }