public void Hurt(float percent, GameObject attacker) { if (percent >= 0.05f) { this.lastTakeDamageTime = Time.time; if (CameraMount.current != null) { HeadBob component = CameraMount.current.GetComponent <HeadBob>(); if (component == null) { Debug.Log("no camera headbob"); } if (component != null) { bool flag; if (attacker != null) { Controllable controllable = attacker.GetComponent <Controllable>(); flag = (controllable != null) && (controllable.npcName == "zombie"); if (!flag) { flag = attacker.GetComponent <BasicWildLifeAI>() != null; } } else { flag = false; } component.AddEffect(!flag ? this.takeDamageBob : this.meleeBob); } } } }
public override void Local_FireWeapon(ViewModel vm, ItemRepresentation itemRep, IBulletWeaponItem itemInstance, ref HumanController.InputSample sample) { Character character = itemInstance.character; if ((character != null) && (itemInstance.clipAmmo > 0)) { Socket muzzle; Ray eyesRay = character.eyesRay; int count = 1; itemInstance.Consume(ref count); uLink.BitStream sendStream = new uLink.BitStream(false); float bulletRange = this.GetBulletRange(itemRep); for (int i = 0; i < this.numPellets; i++) { bool flag; Ray ray = eyesRay; ray.direction = (Vector3)((Quaternion.LookRotation(eyesRay.direction) * Quaternion.Euler(UnityEngine.Random.Range(-this.xSpread, this.xSpread), UnityEngine.Random.Range(-this.ySpread, this.ySpread), 0f)) * Vector3.forward); Component hitComponent = null; this.FireSingleBullet(sendStream, ray, itemRep, out hitComponent, out flag); this.MakeTracer(ray.origin, ray.origin + ((Vector3)(ray.direction * bulletRange)), bulletRange, hitComponent, flag); } itemRep.ActionStream(1, uLink.RPCMode.Server, sendStream); bool firstPerson = (bool)vm; if (firstPerson) { muzzle = vm.muzzle; } else { muzzle = itemRep.muzzle; } this.DoWeaponEffects(character.transform, muzzle, firstPerson, itemRep); if (firstPerson) { vm.PlayFireAnimation(); } float num4 = 1f; if (sample.aim) { num4 -= base.aimingRecoilSubtract; } else if (sample.crouch) { num4 -= base.crouchRecoilSubtract; } float pitch = UnityEngine.Random.Range(base.recoilPitchMin, base.recoilPitchMax) * num4; float yaw = UnityEngine.Random.Range(base.recoilYawMin, base.recoilYawMax) * num4; RecoilSimulation recoilSimulation = character.recoilSimulation; if (recoilSimulation != null) { recoilSimulation.AddRecoil(base.recoilDuration, pitch, yaw); } HeadBob bob = CameraMount.current.GetComponent <HeadBob>(); if ((bob != null) && (base.shotBob != null)) { bob.AddEffect(base.shotBob); } } }
public void FallImpact(float fallspeed) { this.legBreakSound.Play(base.transform.position, 1f, 3f, 10f); if (base.localControlled) { HeadBob component = CameraMount.current.GetComponent <HeadBob>(); component.AddEffect(this.fallbob); } }
public void Hurt(float percent, GameObject attacker) { bool component; if (percent < 0.05f) { return; } this.lastTakeDamageTime = Time.time; if (CameraMount.current == null) { return; } HeadBob headBob = CameraMount.current.GetComponent <HeadBob>(); if (headBob == null) { Debug.Log("no camera headbob"); } if (headBob) { if (!attacker) { component = false; } else { Controllable controllable = attacker.GetComponent <Controllable>(); component = (!controllable ? false : controllable.npcName == "zombie"); if (!component) { component = attacker.GetComponent <BasicWildLifeAI>() != null; } } headBob.AddEffect((!component ? this.takeDamageBob : this.meleeBob)); } }
public virtual void Local_FireWeapon(ViewModel vm, ItemRepresentation itemRep, IBulletWeaponItem itemInstance, ref HumanController.InputSample sample) { Component component; Vector3 point; RaycastHit2 raycastHit2; IDMain dMain; Socket item; bool flag; bool flag1; Component component1; IDMain dMain1; Character character = itemInstance.character; if (character == null) { return; } if (itemInstance.clipAmmo <= 0) { return; } Ray ray = character.eyesRay; NetEntityID netEntityID = NetEntityID.unassigned; bool flag2 = false; int num = 1; itemInstance.Consume(ref num); bool flag3 = Physics2.Raycast2(ray, out raycastHit2, this.GetBulletRange(itemRep), 406721553); TakeDamage takeDamage = null; if (!flag3) { dMain = null; point = ray.GetPoint(1000f); component = null; } else { point = raycastHit2.point; IDBase dBase = raycastHit2.id; if (!raycastHit2.remoteBodyPart) { component1 = raycastHit2.collider; } else { component1 = raycastHit2.remoteBodyPart; } component = component1; if (!dBase) { dMain1 = null; } else { dMain1 = dBase.idMain; } dMain = dMain1; if (dMain) { netEntityID = NetEntityID.Get(dMain); if (!netEntityID.isUnassigned) { flag2 = true; takeDamage = dMain.GetComponent <TakeDamage>(); if (takeDamage && takeDamage.ShouldPlayHitNotification()) { this.PlayHitNotification(point, character); } bool flag4 = false; if (raycastHit2.remoteBodyPart) { BodyPart bodyPart = raycastHit2.remoteBodyPart.bodyPart; switch (bodyPart) { case BodyPart.Brain: case BodyPart.L_Eye: case BodyPart.R_Eye: { Label0: flag4 = true; break; } default: { switch (bodyPart) { case BodyPart.Head: case BodyPart.Jaw: { goto Label0; } case BodyPart.Scalp: case BodyPart.Nostrils: { flag4 = false; break; } default: { goto case BodyPart.Nostrils; } } break; } } } if (flag4) { this.headshotSound.Play(); } } } } if (!flag3) { flag1 = false; } else { flag1 = (!raycastHit2.isHitboxHit || raycastHit2.bodyPart.IsDefined() ? true : takeDamage != null); } bool flag5 = flag1; if (!vm) { item = itemRep.muzzle; flag = false; } else { item = vm.socketMap["muzzle"].socket; flag = true; } Vector3 vector3 = item.position; this.DoWeaponEffects(character.transform, vector3, point, item, flag, component, flag5, itemRep); if (flag) { vm.PlayFireAnimation(); } float single = 1f; if ((!sample.aim ? false : sample.crouch)) { single = single - (this.aimingRecoilSubtract + this.crouchRecoilSubtract * 0.5f); } else if (sample.aim) { single = single - this.aimingRecoilSubtract; } else if (sample.crouch) { single = single - this.crouchRecoilSubtract; } single = Mathf.Clamp01(single); float single1 = UnityEngine.Random.Range(this.recoilPitchMin, this.recoilPitchMax) * single; float single2 = UnityEngine.Random.Range(this.recoilYawMin, this.recoilYawMax) * single; if (BulletWeaponDataBlock.weaponRecoil && character.recoilSimulation) { character.recoilSimulation.AddRecoil(this.recoilDuration, single1, single2); } HeadBob headBob = CameraMount.current.GetComponent <HeadBob>(); if (headBob && this.shotBob && BulletWeaponDataBlock.headRecoil) { headBob.AddEffect(this.shotBob); } uLink.BitStream bitStream = new uLink.BitStream(false); this.WriteHitInfo(bitStream, ref ray, flag3, ref raycastHit2, flag2, netEntityID); itemRep.ActionStream(1, uLink.RPCMode.Server, bitStream); }
public override void Local_FireWeapon(ViewModel vm, ItemRepresentation itemRep, IBulletWeaponItem itemInstance, ref HumanController.InputSample sample) { bool flag; Socket socket; Character character = itemInstance.character; if (character == null) { return; } if (itemInstance.clipAmmo <= 0) { return; } Ray ray = character.eyesRay; int num = 1; itemInstance.Consume(ref num); uLink.BitStream bitStream = new uLink.BitStream(false); float bulletRange = this.GetBulletRange(itemRep); for (int i = 0; i < this.numPellets; i++) { Ray ray1 = ray; ray1.direction = (Quaternion.LookRotation(ray.direction) * Quaternion.Euler(UnityEngine.Random.Range(-this.xSpread, this.xSpread), UnityEngine.Random.Range(-this.ySpread, this.ySpread), 0f)) * Vector3.forward; Component component = null; this.FireSingleBullet(bitStream, ray1, itemRep, out component, out flag); this.MakeTracer(ray1.origin, ray1.origin + (ray1.direction * bulletRange), bulletRange, component, flag); } itemRep.ActionStream(1, uLink.RPCMode.Server, bitStream); bool flag1 = vm; if (!flag1) { socket = itemRep.muzzle; } else { socket = vm.muzzle; } this.DoWeaponEffects(character.transform, socket, flag1, itemRep); if (flag1) { vm.PlayFireAnimation(); } float single = 1f; if (sample.aim) { single = single - this.aimingRecoilSubtract; } else if (sample.crouch) { single = single - this.crouchRecoilSubtract; } float single1 = UnityEngine.Random.Range(this.recoilPitchMin, this.recoilPitchMax) * single; float single2 = UnityEngine.Random.Range(this.recoilYawMin, this.recoilYawMax) * single; RecoilSimulation recoilSimulation = character.recoilSimulation; if (recoilSimulation) { recoilSimulation.AddRecoil(this.recoilDuration, single1, single2); } HeadBob headBob = CameraMount.current.GetComponent <HeadBob>(); if (headBob && this.shotBob) { headBob.AddEffect(this.shotBob); } }
public virtual void Local_FireWeapon(ViewModel vm, ItemRepresentation itemRep, IBulletWeaponItem itemInstance, ref HumanController.InputSample sample) { Component component; Vector3 point; RaycastHit2 hit; IDMain main; bool flag4; Socket muzzle; bool flag5; Character shooterOrNull = itemInstance.character; if (shooterOrNull == null) { return; } if (itemInstance.clipAmmo <= 0) { return; } Ray eyesRay = shooterOrNull.eyesRay; NetEntityID unassigned = NetEntityID.unassigned; bool hitNetworkView = false; int count = 1; itemInstance.Consume(ref count); bool didHit = Physics2.Raycast2(eyesRay, out hit, this.GetBulletRange(itemRep), 0x183e1411); TakeDamage damage = null; if (!didHit) { main = null; point = eyesRay.GetPoint(1000f); component = null; goto Label_019E; } point = hit.point; IDBase id = hit.id; component = (hit.remoteBodyPart == null) ? ((Component)hit.collider) : ((Component)hit.remoteBodyPart); main = (id == null) ? null : id.idMain; if (main == null) { goto Label_019E; } unassigned = NetEntityID.Get((MonoBehaviour)main); if (unassigned.isUnassigned) { goto Label_019E; } hitNetworkView = true; damage = main.GetComponent <TakeDamage>(); if ((damage != null) && damage.ShouldPlayHitNotification()) { this.PlayHitNotification(point, shooterOrNull); } bool flag3 = false; if (hit.remoteBodyPart != null) { BodyPart bodyPart = hit.remoteBodyPart.bodyPart; switch (bodyPart) { case BodyPart.Brain: case BodyPart.L_Eye: case BodyPart.R_Eye: break; default: switch (bodyPart) { case BodyPart.Head: case BodyPart.Jaw: break; case BodyPart.Scalp: case BodyPart.Nostrils: goto Label_016C; default: goto Label_016C; } break; } flag3 = true; } goto Label_0174; Label_016C: flag3 = false; Label_0174: if (flag3) { this.headshotSound.Play(); } Label_019E: flag4 = didHit && ((!hit.isHitboxHit || hit.bodyPart.IsDefined()) || (damage != null)); if (vm != null) { Socket.Slot slot = vm.socketMap["muzzle"]; muzzle = slot.socket; flag5 = true; } else { muzzle = itemRep.muzzle; flag5 = false; } Vector3 position = muzzle.position; this.DoWeaponEffects(shooterOrNull.transform, position, point, muzzle, flag5, component, flag4, itemRep); if (flag5) { vm.PlayFireAnimation(); } float num2 = 1f; if (sample.aim && sample.crouch) { num2 -= this.aimingRecoilSubtract + (this.crouchRecoilSubtract * 0.5f); } else if (sample.aim) { num2 -= this.aimingRecoilSubtract; } else if (sample.crouch) { num2 -= this.crouchRecoilSubtract; } num2 = Mathf.Clamp01(num2); float pitch = Random.Range(this.recoilPitchMin, this.recoilPitchMax) * num2; float yaw = Random.Range(this.recoilYawMin, this.recoilYawMax) * num2; if (weaponRecoil && (shooterOrNull.recoilSimulation != null)) { shooterOrNull.recoilSimulation.AddRecoil(this.recoilDuration, pitch, yaw); } HeadBob bob = CameraMount.current.GetComponent <HeadBob>(); if (((bob != null) && (this.shotBob != null)) && headRecoil) { bob.AddEffect(this.shotBob); } BitStream sendStream = new BitStream(false); this.WriteHitInfo(sendStream, ref eyesRay, didHit, ref hit, hitNetworkView, unassigned); itemRep.ActionStream(1, RPCMode.Server, sendStream); }