// Token: 0x060003BF RID: 959 RVA: 0x00011C90 File Offset: 0x0000FE90 private global::Ragdoll CreateRagdoll() { global::CharacterRagdollTrait trait = base.GetTrait <global::CharacterRagdollTrait>(); if (trait) { GameObject gameObject = Object.Instantiate(trait.ragdollPrefab, base.transform.position, base.transform.rotation) as GameObject; global::Ragdoll component = gameObject.GetComponent <global::Ragdoll>(); component.sourceMain = base.idMain; this._ragdollInstance = gameObject; Object.Destroy(gameObject, 80f); this.deathShot.LinkRagdoll(base.transform, gameObject); global::ArmorModelRenderer local = base.GetLocal <global::ArmorModelRenderer>(); global::ArmorModelRenderer local2 = component.GetLocal <global::ArmorModelRenderer>(); if (local && local2) { local2.BindArmorModels(local.GetArmorModelMemberMapCopy()); } return(component); } return(null); }
// Token: 0x06003D07 RID: 15623 RVA: 0x000DA8DC File Offset: 0x000D8ADC private bool CreateRagdoll() { if (this.ragdollPrefab) { global::ArmorModelRenderer local = this.ragdollPrefab.GetLocal <global::ArmorModelRenderer>(); if (local) { ActorRig actorRig = local.actorRig; if (actorRig) { AnimationClip animationClip; float num; if (actorRig.FindPoseClip("sleep", ref animationClip, ref num)) { this.ragdollInstance = (Object.Instantiate(this.ragdollPrefab, base.transform.position, base.transform.rotation) as global::Ragdoll); this.ragdollInstance.sourceMain = this; GameObject gameObject = this.ragdollInstance.gameObject; Object.Destroy(gameObject, 80f); gameObject.SampleAnimation(animationClip, num); local = this.ragdollInstance.GetLocal <global::ArmorModelRenderer>(); global::ArmorModelMemberMap map = default(global::ArmorModelMemberMap); bool flag = false; flag |= global::SleepingAvatar.BindArmorMap <global::ArmorModelFeet>(this.footArmor, ref map); flag |= global::SleepingAvatar.BindArmorMap <global::ArmorModelLegs>(this.legArmor, ref map); flag |= global::SleepingAvatar.BindArmorMap <global::ArmorModelTorso>(this.torsoArmor, ref map); flag |= global::SleepingAvatar.BindArmorMap <global::ArmorModelHead>(this.headArmor, ref map); if (flag) { local.BindArmorModels(map); } return(true); } } } } return(false); }