/// <summary> /// /// </summary> protected virtual void Start() { // store a reference to the FPSWeapon m_Weapon = transform.GetComponent<vp_FPWeapon>(); }
//On awake sets the values of the variables to point to the right objects. protected virtual void Awake() { Player = GameObject.FindObjectOfType(typeof(vp_FPPlayerEventHandler)) as vp_FPPlayerEventHandler; cross = GameObject.FindObjectOfType(typeof(vp_SimpleCrosshair)) as vp_SimpleCrosshair; Gun = GameObject.FindObjectOfType(typeof(vp_FPWeapon)) as vp_FPWeapon; camera = GameObject.FindObjectOfType(typeof(vp_FPCamera)) as vp_FPCamera; myCam=camera.GetComponent<Camera>(); BaseFOV=camera.RenderingFieldOfView;//Replaces the value of BaseFOV to whatever the actual Base FOV is. BaseShake=camera.ShakeSpeed;//Does the same to the base shake value. }
/// <summary> /// hooks up the FPSCamera object to the inspector target /// </summary> public void OnEnable() { m_Component = (vp_FPWeapon)target; if (m_Persister == null) m_Persister = new vp_ComponentPersister(); m_Persister.Component = m_Component; m_Persister.IsActive = true; if (m_Component.DefaultState == null) m_Component.RefreshDefaultState(); }
/// <summary> /// /// </summary> public void DeactivateAll(List <vp_Weapon> weaponList) { foreach (vp_Weapon weapon in weaponList) { weapon.ActivateGameObject(false); vp_FPWeapon fpWeapon = weapon as vp_FPWeapon; if ((fpWeapon != null) && (fpWeapon.Weapon3rdPersonModel != null)) { vp_Utility.Activate(fpWeapon.Weapon3rdPersonModel, false); } } m_CurrentShooter = null; }
/// <summary> /// restores all the settings on the weapon and shooter from the backup /// made by 'BackupWeaponSettings'. this is to allow for toggling the VR /// feature set on and off at runtime /// </summary> protected virtual void RestoreWeaponSettings(vp_Shooter shooter) { if (shooter == null) { return; } // restore weapon lookdown status vp_FPWeapon fpWeapon = shooter.GetComponent <vp_FPWeapon>(); if (fpWeapon != null) { bool lookDown; if (m_LookDownBackups.TryGetValue(fpWeapon, out lookDown)) { fpWeapon.LookDownActive = lookDown; } float retraction; if (m_RetractionBackups.TryGetValue(fpWeapon, out retraction)) { fpWeapon.RetractionDistance = retraction; } } // restore shooter fire position vp_Shooter.FirePositionFunc pf; if (m_FirePositionFuncBackups.TryGetValue(shooter, out pf)) { shooter.GetFirePosition = pf; } vp_Shooter.FireRotationFunc rf; if (m_FireRotationFuncBackups.TryGetValue(shooter, out rf)) { shooter.GetFireRotation = rf; } // restore shooter camera recoils if (shooter is vp_FPWeaponShooter) { vp_FPWeaponShooter ws = (shooter as vp_FPWeaponShooter); Vector2 recoils; if (m_ShooterCameraRecoilBackups.TryGetValue(ws, out recoils)) { ws.MotionPositionRecoilCameraFactor = recoils.x; ws.MotionRotationRecoilCameraFactor = recoils.y; } } }
/// <summary> /// hooks up the FPSCamera object to the inspector target /// </summary> public void OnEnable() { m_Component = (vp_FPWeapon)target; if (m_Persister == null) { m_Persister = new vp_ComponentPersister(); } m_Persister.Component = m_Component; m_Persister.IsActive = true; if (m_Component.DefaultState == null) { m_Component.RefreshDefaultState(); } }
static void Postfix(vp_FPWeapon __instance) { // I don't actually use these values because the game overrides them for non-gun items. RenderingFieldOfView is set to 45 from scripts inside resources.assets such as WeaponBow, WeaponDefault ... CustomPrefs customPrefs = CustomPrefs.GetCustomPrefs(); try { __instance.RenderingFieldOfView = customPrefs.GetCustomPref <int>("WeaponFov"); __instance.originalRenderingFieldOfView = customPrefs.GetCustomPref <int>("WeaponFov"); } catch (ArgumentException e) { customPrefs.SetCustomPref <int>("WeaponFov", 60); __instance.RenderingFieldOfView = customPrefs.GetCustomPref <int>("WeaponFov"); __instance.originalRenderingFieldOfView = customPrefs.GetCustomPref <int>("WeaponFov"); } }
public override void Initialize() { tr = transform; base.Initialize(); Player.Get.UserActions.Subscribe(UserActionType.ToolUse, new ActionListener(ToolUse)); Player.Get.UserActions.Subscribe(UserActionType.ToolUseHold, new ActionListener(ToolUseHold)); Player.Get.UserActions.Subscribe(UserActionType.ToolUseRelease, new ActionListener(ToolUseRelease)); Player.Get.UserActions.Subscribe(UserActionType.ActionCancel, new ActionListener(ActionCancel)); Player.Get.UserActions.Subscribe(UserActionType.ToolCycleNext, new ActionListener(ToolCycleNext)); Player.Get.UserActions.Subscribe(UserActionType.ToolCyclePrev, new ActionListener(ToolCyclePrev)); Player.Get.AvatarActions.Subscribe(AvatarAction.ItemAQIChange, new ActionListener(ItemAQIChange)); Player.Get.AvatarActions.Subscribe(AvatarAction.ControlRestore, new ActionListener(ControlRestore)); FPSWeapon = player.FPSWeapon; }
static bool Prefix(vp_FPWeapon __instance, float ___m_FinalZoomTime, bool ___m_Wielded, GameObject ___m_WeaponCamera) { if (!___m_Wielded) { return(false); } __instance.RenderingZoomDamping = Mathf.Max(__instance.RenderingZoomDamping, 0.01f); float num = 1f - (___m_FinalZoomTime - Time.time) / __instance.RenderingZoomDamping; if (___m_WeaponCamera != null) { CustomPrefs customPrefs = CustomPrefs.GetCustomPrefs(); ___m_WeaponCamera.GetComponent <Camera>().fieldOfView = Mathf.SmoothStep(___m_WeaponCamera.gameObject.GetComponent <Camera>().fieldOfView, customPrefs.GetCustomPref <int>("WeaponFov"), num * 15f); } return(false); }
/// <summary> /// /// </summary> protected override void Start() { base.Start(); // defaults for using animation length as the fire and reload delay if (ProjectileFiringRate == 0.0f && AnimationFire != null) { ProjectileFiringRate = AnimationFire.length; } // store a reference to the FPSWeapon m_FPSWeapon = transform.GetComponent <vp_FPWeapon>(); // defaults for using animation length as the fire delay if (ProjectileFiringRate == 0.0f && AnimationFire != null) { ProjectileFiringRate = AnimationFire.length; } }
/// <summary> /// this method will disable the currently activated weapon /// and activate the one with 'weaponIndex'. if index is zero, /// no weapon will be activated. NOTE: this method will make /// any old weapon instantly pop away and make the new one /// pop into view. for smooth transitions, please instead /// use the vp_FPPlayerEventHandler 'SetWeapon' event. /// example: m_Player.SetWeapon.TryStart(3); /// </summary> public virtual void SetWeapon(int weaponIndex) { if (m_Weapons.Count < 1) { Debug.LogError("Error: (" + this + ") Tried to set weapon with an empty weapon list."); return; } if (weaponIndex < 0 || weaponIndex > m_Weapons.Count) { Debug.LogError("Error: (" + this + ") Weapon list does not have a weapon with index: " + weaponIndex); return; } // before putting old weapon away, make sure it's in a neutral // state next time it is activated if (m_CurrentWeapon != null) { m_CurrentWeapon.ResetState(); } // deactivate all weapons foreach (vp_FPWeapon weapon in m_Weapons) { weapon.ActivateGameObject(false); } // activate new weapon m_CurrentWeaponIndex = weaponIndex; m_CurrentWeapon = null; if (m_CurrentWeaponIndex > 0) { m_CurrentWeapon = m_Weapons[m_CurrentWeaponIndex - 1]; if (m_CurrentWeapon != null) { m_CurrentWeapon.ActivateGameObject(true); } } }
public virtual void SetWeapon(int i) { if (this.m_Weapons.Count < 1) { Debug.LogError("Error: (" + this + ") Tried to set weapon with an empty weapon list."); return; } if (i < 0 || i > this.m_Weapons.Count) { Debug.LogError(string.Concat(new object[] { "Error: (", this, ") Weapon list does not have a weapon with index: ", i })); return; } if (this.m_CurrentWeapon != null) { this.m_CurrentWeapon.ResetState(); } foreach (vp_FPWeapon current in this.m_Weapons) { current.ActivateGameObject(false); } this.m_CurrentWeaponID = i; this.m_CurrentWeapon = null; if (this.m_CurrentWeaponID > 0) { this.m_CurrentWeapon = this.m_Weapons[this.m_CurrentWeaponID - 1]; if (this.m_CurrentWeapon != null) { this.m_CurrentWeapon.ActivateGameObject(true); } } }
protected override void Start() { base.Start(); this.m_FPSWeapon = base.transform.GetComponent <vp_FPWeapon>(); }
/// <summary> /// makes a backup of all the settings on the weapon and shooter that this /// component manipulates, for later restoration in 'RestoreWeaponSettings' /// </summary> protected virtual void BackupWeaponSettings() { if (WeaponHandler == null) { return; } foreach (vp_Weapon weapon in WeaponHandler.Weapons) { if (weapon == null) { continue; } // backup weapon lookdown status if (weapon is vp_FPWeapon) { vp_FPWeapon fpWeapon = (weapon as vp_FPWeapon); if (!m_LookDownBackups.ContainsKey(fpWeapon)) { m_LookDownBackups.Add(fpWeapon, fpWeapon.LookDownActive); } if (!m_RetractionBackups.ContainsKey(fpWeapon)) { m_RetractionBackups.Add(fpWeapon, fpWeapon.RetractionDistance); } } // backup shooter fire position #if UNITY_5_3_OR_NEWER vp_Shooter shooter = weapon.GetComponentInChildren <vp_Shooter>(true); // IMPORTANT: this works in Unity 5.3.4f1, but is not guaranteed to work in earlier versions #else vp_Shooter shooter = weapon.GetComponentInChildren <vp_Shooter>(); #endif if (shooter == null) { continue; } if ((!(shooter.GetFirePosition == null)) && (!m_FirePositionFuncBackups.ContainsKey(shooter))) { m_FirePositionFuncBackups.Add(shooter, shooter.GetFirePosition); } if ((!(shooter.GetFireRotation == null)) && (!m_FireRotationFuncBackups.ContainsKey(shooter))) { m_FireRotationFuncBackups.Add(shooter, shooter.GetFireRotation); } // backup if (shooter is vp_FPWeaponShooter) { vp_FPWeaponShooter ws = (shooter as vp_FPWeaponShooter); if (!m_ShooterCameraRecoilBackups.ContainsKey(ws)) { m_ShooterCameraRecoilBackups.Add(ws, new Vector2(ws.MotionPositionRecoilCameraFactor, ws.MotionRotationRecoilCameraFactor)); } } Renderer r = weapon.GetComponentInChildren <Renderer>(); if (r != null) { r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; } } }
/// <summary> /// this method will first disable the currently activated /// weapon, then activate the one with index 'i'. if 'i' is /// zero, no child will be activated. if 'snap' is true, /// the weapon will appear instantly in view (instead of /// transitioning from its exit offset) /// </summary> public virtual void SetWeapon(int i) { if (m_Weapons.Count < 1) { Debug.LogError("Error: (" + this + ") Tried to set weapon with an empty weapon list."); return; } if (i < 0 || i > m_Weapons.Count) { Debug.LogError("Error: (" + this + ") Weapon list does not have a weapon with index: " + i); return; } // before putting old weapon away, make sure it's in a neutral // state next time it is activated if (m_CurrentWeapon != null) m_CurrentWeapon.ResetState(); // deactivate all weapons foreach (vp_FPWeapon weapon in m_Weapons) { weapon.ActivateGameObject(false); } // activate new weapon m_CurrentWeaponID = i; m_CurrentWeapon = null; if (m_CurrentWeaponID > 0) { m_CurrentWeapon = m_Weapons[m_CurrentWeaponID - 1]; if (m_CurrentWeapon != null) m_CurrentWeapon.ActivateGameObject(true); } }
protected virtual void Start() { this.m_Weapon = base.transform.GetComponent <vp_FPWeapon>(); }
private void ParsingCommand(string cmd) { this.AddLogString(cmd); this.inputstore = cmd; string[] array = cmd.Split(new char[] { ' ' }); if (array[0] == "map") { if (array.Length != 2) { return; } MapLoader mapLoader = (MapLoader)UnityEngine.Object.FindObjectOfType(typeof(MapLoader)); PlayerPrefs.SetInt("localplay", 1); mapLoader.Load(array[1]); } else if (array[0] == "devmap") { if (array.Length != 2) { return; } MapLoader mapLoader2 = (MapLoader)UnityEngine.Object.FindObjectOfType(typeof(MapLoader)); PlayerPrefs.SetInt("localplay", 2); mapLoader2.DevLoad(array[1]); } else if (array[0] == "team") { if (array.Length != 3) { return; } int num = 0; int num2 = 0; if (!int.TryParse(array[1], out num)) { return; } if (!int.TryParse(array[2], out num2)) { return; } if (num < 0 || num >= 2) { return; } if (num2 < 0 || num2 >= 8) { return; } UnityEngine.Object[] array2 = UnityEngine.Object.FindObjectsOfType(typeof(Spawn)); List <Spawn> list = new List <Spawn>(); List <Spawn> list2 = new List <Spawn>(); UnityEngine.Object[] array3 = array2; for (int i = 0; i < array3.Length; i++) { Spawn spawn = (Spawn)array3[i]; if (spawn.Team == 0) { list.Add(spawn); } else if (spawn.Team == 1) { list2.Add(spawn); } } GameObject gameObject = null; if (num == 0) { if (num2 >= list.Count) { return; } gameObject = list[num2].gameObject; } else if (num == 1) { if (num2 >= list2.Count) { return; } gameObject = list2[num2].gameObject; } MonoBehaviour.print("spawn"); GameObject gameObject2 = GameObject.Find("LocalPlayer"); vp_FPCamera vp_FPCamera = (vp_FPCamera)UnityEngine.Object.FindObjectOfType(typeof(vp_FPCamera)); gameObject2.transform.position = gameObject.transform.position; vp_FPCamera.SetRotation(new Vector2(0f, gameObject.transform.eulerAngles.y), true, true); } else if (array[0] == "sky") { if (array.Length != 2) { return; } } else if (array[0] == "sun_shadowbias" || array[0] == "sun_shadows") { if (array.Length != 2) { return; } UnityEngine.Object[] array4 = UnityEngine.Object.FindObjectsOfType(typeof(Light)); Light light = null; UnityEngine.Object[] array5 = array4; for (int j = 0; j < array5.Length; j++) { Light light2 = (Light)array5[j]; if (light2.type == LightType.Directional) { light = light2; break; } } if (light == null) { return; } if (array[0] == "sun_shadowbias") { float shadowBias = 0f; if (!float.TryParse(array[1], out shadowBias)) { return; } light.shadowBias = shadowBias; } if (array[0] == "sun_shadows") { int num3 = 0; if (!int.TryParse(array[1], out num3)) { return; } switch (num3) { case 0: light.shadows = LightShadows.None; break; case 1: light.shadows = LightShadows.Hard; break; case 2: light.shadows = LightShadows.Soft; break; } } } if (array[0] == "shadow_cascades") { if (array.Length != 2) { return; } int num4 = 0; if (!int.TryParse(array[1], out num4)) { return; } switch (num4) { case 0: QualitySettings.shadowCascades = 0; break; case 1: QualitySettings.shadowCascades = 2; break; case 2: QualitySettings.shadowCascades = 4; break; } } if (array[0] == "shadow_distance") { if (array.Length != 2) { return; } int num5 = 0; if (!int.TryParse(array[1], out num5)) { return; } QualitySettings.shadowDistance = (float)num5; } if (array[0] == "shadow_projection") { if (array.Length != 2) { return; } int num6 = 0; if (!int.TryParse(array[1], out num6)) { return; } int num7 = num6; if (num7 != 0) { if (num7 == 1) { QualitySettings.shadowProjection = ShadowProjection.StableFit; } } else { QualitySettings.shadowProjection = ShadowProjection.CloseFit; } } if (array[0] == "fx_ssao") { if (array.Length != 2) { return; } if (global::Console.ssao == null) { global::Console.ssao = (ScreenSpaceAmbientOcclusion)UnityEngine.Object.FindObjectOfType(typeof(ScreenSpaceAmbientOcclusion)); } if (global::Console.ssao == null) { return; } int num8 = 0; if (!int.TryParse(array[1], out num8)) { return; } if (num8 > 0) { global::Console.ssao.enabled = true; } else { global::Console.ssao.enabled = false; } } if (array[0] == "fx_sharpness") { if (array.Length != 2) { return; } if (global::Console.sharpness == null) { global::Console.sharpness = (ContrastEnhance)UnityEngine.Object.FindObjectOfType(typeof(ContrastEnhance)); } if (global::Console.sharpness == null) { return; } int num9 = 0; if (!int.TryParse(array[1], out num9)) { return; } if (num9 > 0) { global::Console.sharpness.enabled = true; } else { global::Console.sharpness.enabled = false; } } if (array[0] == "fx_noise") { if (array.Length != 2) { return; } if (global::Console.noise == null) { global::Console.noise = (NoiseAndGrain)UnityEngine.Object.FindObjectOfType(typeof(NoiseAndGrain)); } if (global::Console.noise == null) { return; } int num10 = 0; if (!int.TryParse(array[1], out num10)) { return; } if (num10 > 0) { global::Console.noise.enabled = true; } else { global::Console.noise.enabled = false; } } if (array[0] == "fx_tone") { if (array.Length != 2) { return; } if (global::Console.tone == null) { global::Console.tone = (Tonemapping)UnityEngine.Object.FindObjectOfType(typeof(Tonemapping)); } if (global::Console.tone == null) { return; } int num11 = 0; if (!int.TryParse(array[1], out num11)) { return; } if (num11 > 0) { global::Console.tone.enabled = true; } else { global::Console.tone.enabled = false; } } if (array[0] == "fx_vig") { if (array.Length != 2) { return; } if (global::Console.vig == null) { global::Console.vig = (VignetteAndChromaticAberration)UnityEngine.Object.FindObjectOfType(typeof(VignetteAndChromaticAberration)); } if (global::Console.vig == null) { return; } int num12 = 0; if (!int.TryParse(array[1], out num12)) { return; } if (num12 > 0) { global::Console.vig.enabled = true; } else { global::Console.vig.enabled = false; } } if (array[0] == "fx_dl") { if (array.Length != 2) { return; } if (global::Console.dl == null) { global::Console.dl = GameObject.Find("Directional light"); } if (global::Console.dl == null) { return; } int num13 = 0; if (!int.TryParse(array[1], out num13)) { return; } if (num13 > 0) { global::Console.dl.SetActive(true); } else { global::Console.dl.SetActive(false); } } if (array[0] == "fx_shadowweapon") { if (array.Length != 2) { return; } GameObject gameObject3 = GameObject.Find("maplight"); if (gameObject3) { gameObject3.SetActive(false); } } if (array[0] == "fx_lightweapon") { if (array.Length != 2) { return; } GameObject gameObject4 = GameObject.Find("lights"); if (gameObject4) { gameObject4.SetActive(false); } } if (array[0] == "devconnect") { PlayerPrefs.SetInt("localplay", 0); array[0] = "connect"; } if (array[0] == "connect") { if (array.Length < 3) { Client.cs.Connect(); return; } Client.IP = array[1]; int.TryParse(array[2], out Client.PORT); if (array.Length == 4) { Client.PASSWORD = array[3]; } else { Client.PASSWORD = string.Empty; } Client.cs.Connect(); } if (array[0] == "deadcam") { DeadCam.SetActive(true); } if (array[0] == "test") { Award.SetPoints(100); Award.SetCustomPoints(23, 0); } if (array[0] == "sens") { if (array.Length != 2) { return; } float num14; if (!float.TryParse(array[1], out num14)) { return; } vp_FPCamera.SetMouseSensitivity(num14); Options.sens = num14; PlayerPrefs.SetFloat("sens", num14); } if (array[0] == "zoomsens") { if (array.Length != 2) { return; } float num15; if (!float.TryParse(array[1], out num15)) { return; } vp_FPCamera.SetZoomSensitivity(num15); Options.zoomsens = num15; PlayerPrefs.SetFloat("zoomsens", num15); } if (array[0] == "disconnect") { GameObject gameObject5 = GameObject.Find("LocalPlayer"); GameObject gameObject6 = GameObject.Find("Sky"); GameObject gameObject7 = GameObject.Find("Sky Manager"); GameObject gameObject8 = GameObject.Find("GUI"); GameObject gameObject9 = GameObject.Find("Core"); if (gameObject5) { UnityEngine.Object.Destroy(gameObject5); } if (gameObject6) { UnityEngine.Object.Destroy(gameObject6); } if (gameObject7) { UnityEngine.Object.Destroy(gameObject7); } if (gameObject8) { UnityEngine.Object.Destroy(gameObject8); } if (gameObject9) { UnityEngine.Object.Destroy(gameObject9); } Client.cs.CloseClient(); Application.LoadLevel("main"); Screen.lockCursor = false; Cursor.visible = true; } if (array[0] == "crosshair_size") { if (array.Length != 2) { return; } int crosshairSize; if (!int.TryParse(array[1], out crosshairSize)) { return; } Crosshair.SetCrosshairSize(crosshairSize); } if (array[0] == "crosshair_color") { if (array.Length != 4) { return; } int r; if (!int.TryParse(array[1], out r)) { return; } int g; if (!int.TryParse(array[2], out g)) { return; } int b; if (!int.TryParse(array[3], out b)) { return; } Crosshair.SetCrosshairColor(r, g, b); } if (array[0] == "disableskymanager") { } if (array[0] == "atest") { Award.SetDeath(26, 0); } if (array[0] == "chat") { if (array.Length != 2) { return; } int num16; if (!int.TryParse(array[1], out num16)) { return; } if (num16 == 0) { Message.blockchat = true; } else { Message.blockchat = false; } } if (array[0] == "hud") { if (array.Length != 2) { return; } int num17 = 0; if (!int.TryParse(array[1], out num17)) { return; } if (num17 == 0 || num17 == 2) { HUD.ForceHide(true); Crosshair.ForceHide(true); Message.ForceHide(true); ScoreTop.SetActive(false); PlayerNames.SetActive(false); GameObject gameObject10 = GameObject.Find("WeaponCamera"); if (num17 == 2) { gameObject10.GetComponent <Camera>().cullingMask = -2147483648; Crosshair.ForceHide(false); } else { gameObject10.GetComponent <Camera>().cullingMask = 0; } } else if (num17 == 3) { HUD.ForceHide(true); Crosshair.ForceHide(true); Message.ForceHide(false); ScoreTop.SetActive(true); PlayerNames.SetActive(true); GameObject gameObject11 = GameObject.Find("WeaponCamera"); gameObject11.GetComponent <Camera>().cullingMask = 0; } else { HUD.ForceHide(false); Crosshair.ForceHide(false); Message.ForceHide(false); ScoreTop.SetActive(true); PlayerNames.SetActive(true); GameObject gameObject12 = GameObject.Find("WeaponCamera"); gameObject12.GetComponent <Camera>().cullingMask = -2147483648; } } if (array[0] == "spectator") { if (array.Length != 2) { return; } int num18 = 0; if (!int.TryParse(array[1], out num18)) { return; } if (num18 == 1) { SpecCam.show = true; Client.cs.send_chooseteam(255); GameObject gameObject13 = GameObject.Find("WeaponCamera"); gameObject13.GetComponent <Camera>().cullingMask = 0; } else { SpecCam.show = false; Client.cs.send_chooseteam(3); GameObject gameObject14 = GameObject.Find("WeaponCamera"); gameObject14.GetComponent <Camera>().cullingMask = -2147483648; } } if (array[0] == "m_steps") { if (array.Length != 2) { return; } int num19 = 0; if (!int.TryParse(array[1], out num19)) { return; } if (num19 > 20) { num19 = 20; } if (num19 < 1) { num19 = 1; } vp_FPCamera.MouseSmoothSteps = num19; } if (array[0] == "m_weight") { if (array.Length != 2) { return; } float num20 = 0f; if (!float.TryParse(array[1], out num20)) { return; } if (num20 > 1f) { num20 = 1f; } if (num20 < 0f) { num20 = 0f; } vp_FPCamera.MouseSmoothWeight = num20; } if (array[0] == "extralod") { if (array.Length != 2) { return; } int num21 = 0; if (!int.TryParse(array[1], out num21)) { return; } if (num21 == 0) { PlayerControll.extralod = false; } else { PlayerControll.extralod = true; } } if (array[0] == "showfps") { if (array.Length != 2) { return; } int num22 = 0; if (!int.TryParse(array[1], out num22)) { return; } if (num22 == 0) { global::Console.showfps = false; } else { global::Console.showfps = true; } } if (array[0] == "ping") { if (PlayerPrefs.GetString("devpass") != "6f66a0d73e9894e62fe0ee48c209911b") { return; } if (array.Length != 2) { return; } int num23 = 0; if (!int.TryParse(array[1], out num23)) { return; } PlayerPrefs.SetInt("ShowPing", num23); if (num23 == 1) { global::Ping.cs.ShowPing(true); } else { global::Ping.cs.ShowPing(false); } } if (array[0] == "nord") { if (array.Length != 2) { return; } int num24 = 0; if (!int.TryParse(array[1], out num24)) { return; } if (num24 == 0) { PlayerControll.nord = false; } else { PlayerControll.nord = true; } } if (array[0] == "devunlock") { } if (array[0] == "devnext") { } if (array[0] == "forcewin") { Client.cs.send_consolecmd(array[0], string.Empty); } if (array[0] == "name") { if (array.Length != 2) { return; } MonoBehaviour.print(array[0] + array[1]); Client.cs.send_consolecmd(array[0], array[1]); } else if (array[0] == "kill") { Client.cs.send_consolecmd(array[0], string.Empty); } else if (array[0] == "rcon") { if (array.Length != 2) { return; } Client.cs.send_consolecmd(array[0], array[1]); } else if (array[0] == "kick") { if (array.Length != 2) { return; } Client.cs.send_consolecmd(array[0], array[1]); } else if (array[0] == "banlist") { Client.cs.send_consolecmd(array[0], string.Empty); } else if (array[0] == "ban") { if (array.Length != 2) { return; } Client.cs.send_consolecmd(array[0], array[1]); } else if (array[0] == "password") { if (array.Length != 2) { return; } Client.cs.send_consolecmd(array[0], array[1]); } else if (array[0] == "startmoney") { if (array.Length != 2) { return; } int num25; if (!int.TryParse(array[1], out num25)) { return; } Client.cs.send_consolecmd(array[0], array[1]); } else if (array[0] == "fraglimit") { if (array.Length != 2) { return; } int num26; if (!int.TryParse(array[1], out num26)) { return; } Client.cs.send_consolecmd(array[0], array[1]); } else if (array[0] == "rr" || array[0] == "restart") { Client.cs.send_consolecmd(array[0], string.Empty); } else if (array[0] == "live") { Client.cs.send_consolecmd(array[0], string.Empty); } else if (array[0] == "skin_test") { if (array.Length != 2) { return; } Texture2D textureByName = TEX.GetTextureByName(array[1]); vp_FPWeapon vp_FPWeapon = (vp_FPWeapon)UnityEngine.Object.FindObjectOfType(typeof(vp_FPWeapon)); if (vp_FPWeapon.m_WeaponCoreModel != null && textureByName != null) { Component[] componentsInChildren = vp_FPWeapon.m_WeaponCoreModel.GetComponentsInChildren(typeof(Renderer)); for (int k = 0; k < componentsInChildren.Length; k++) { Renderer renderer = (Renderer)componentsInChildren[k]; if (!(renderer.name == "merc_hands")) { if (!(renderer.name == "warcorp_hands")) { renderer.materials[0].SetTexture(0, textureByName); } } } } } }
/// <summary> /// /// </summary> protected override void Start() { base.Start(); // defaults for using animation length as the fire and reload delay if (ProjectileFiringRate == 0.0f && AnimationFire != null) ProjectileFiringRate = AnimationFire.length; // store a reference to the FPSWeapon m_FPSWeapon = transform.GetComponent<vp_FPWeapon>(); // defaults for using animation length as the fire delay if (ProjectileFiringRate == 0.0f && AnimationFire != null) ProjectileFiringRate = AnimationFire.length; }
private void Update() { /*if (!Input.anyKey || !Input.anyKeyDown) { * return; * }*/ if (noWeaponBob && O.localPlayer) { vp_FPWeapon weapon = O.localPlayer.vp_FPWeapon; if (weapon) { weapon.BobRate = Vector4.zero; weapon.ShakeAmplitude = Vector3.zero; weapon.RenderingFieldOfView = 120f; weapon.StepForceScale = 0f; } } if (Input.GetKeyDown(KeyCode.O)) { if (!O.localPlayer) { return; } Inventory inventory = O.localPlayer.inventory; if (inventory != null) { ItemActionAttack gun = inventory.GetHoldingGun(); if (gun != null) { gun.InfiniteAmmo = !gun.InfiniteAmmo; } } } if (Input.GetKey(KeyCode.LeftAlt) && magicBullet) { MagicBullet(); } if (Input.GetKey(KeyCode.LeftAlt) && O.zombieList.Count > 0 && aimbot) { Aimbot(); } if (Input.GetKeyDown(KeyCode.F2)) { speed = !speed; Time.timeScale = speed ? 6f : 1f; } if (Time.time >= lastChamTime && chams) { foreach (Entity entity in FindObjectsOfType <Entity>()) { if (!entity) { continue; } switch (entity.entityType) { case EntityType.Zombie: ApplyChams(entity, Color.red); break; case EntityType.Player: ApplyChams(entity, Color.cyan); break; case EntityType.Animal: ApplyChams(entity, Color.yellow); break; case EntityType.Unknown: ApplyChams(entity, Color.white); break; } } lastChamTime = Time.time + 10f; } }
/// <summary> /// /// </summary> protected virtual void Start() { // store a reference to the FPSWeapon m_Weapon = transform.GetComponent <vp_FPWeapon>(); }
/// <summary> /// /// </summary> protected override void Start() { base.Start(); m_Controller = (vp_FPController)Root.GetComponent(typeof(vp_FPController)); m_Camera = (vp_FPCamera)Root.GetComponentInChildren(typeof(vp_FPCamera)); m_Weapon = (vp_FPWeapon)Transform.GetComponent(typeof(vp_FPWeapon)); }