// Token: 0x06001AF3 RID: 6899 RVA: 0x00072612 File Offset: 0x00070812 private static void Register(TeamIndex teamIndex, TeamDef teamDef) { TeamCatalog.teamDefs[(int)teamIndex] = teamDef; }
// Token: 0x060017BB RID: 6075 RVA: 0x00066F64 File Offset: 0x00065164 public CharacterMaster Perform() { TeamIndex teamIndex; if (this.teamIndexOverride != null) { teamIndex = this.teamIndexOverride.Value; } else { if (!this.summonerBodyObject) { Debug.LogErrorFormat("Cannot spawn master {0}: No team specified.", new object[] { this.masterPrefab }); return(null); } teamIndex = TeamComponent.GetObjectTeam(this.summonerBodyObject); } if (!this.ignoreTeamMemberLimit) { TeamDef teamDef = TeamCatalog.GetTeamDef(teamIndex); if (teamDef == null) { Debug.LogErrorFormat("Attempting to spawn master {0} on TeamIndex.None. Is this intentional?", new object[] { this.masterPrefab }); return(null); } if (teamDef != null && teamDef.softCharacterLimit <= TeamComponent.GetTeamMembers(teamIndex).Count) { return(null); } } CharacterBody characterBody = null; CharacterMaster characterMaster = null; if (this.summonerBodyObject) { characterBody = this.summonerBodyObject.GetComponent <CharacterBody>(); } if (characterBody) { characterMaster = characterBody.master; } GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(this.masterPrefab, this.position, this.rotation); CharacterMaster component = gameObject.GetComponent <CharacterMaster>(); component.teamIndex = teamIndex; if (this.loadout != null) { component.SetLoadoutServer(this.loadout); } CharacterMaster characterMaster2 = characterMaster; if (characterMaster2 && characterMaster2.minionOwnership.ownerMaster) { characterMaster2 = characterMaster2.minionOwnership.ownerMaster; } component.minionOwnership.SetOwner(characterMaster2); if (this.summonerBodyObject) { AIOwnership component2 = gameObject.GetComponent <AIOwnership>(); if (component2) { if (characterMaster) { component2.ownerMaster = characterMaster; } CharacterBody component3 = this.summonerBodyObject.GetComponent <CharacterBody>(); if (component3) { CharacterMaster master = component3.master; if (master) { component2.ownerMaster = master; } } } BaseAI component4 = gameObject.GetComponent <BaseAI>(); if (component4) { component4.leader.gameObject = this.summonerBodyObject; } } Action <CharacterMaster> action = this.preSpawnSetupCallback; if (action != null) { action(component); } NetworkServer.Spawn(gameObject); component.Respawn(this.position, this.rotation, false); return(component); }