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); }