private static void doMeleeAttack(Humanoid ___m_character, ItemDrop.ItemData ___m_weapon, Attack __instance, EffectList ___m_hitEffect, Skills.SkillType ___m_specialHitSkill, DestructibleType ___m_specialHitType, bool ___m_lowerDamagePerHit, float ___m_forceMultiplier, float ___m_staggerMultiplier, float ___m_damageMultiplier, int ___m_attackChainLevels, int ___m_currentAttackCainLevel, DestructibleType ___m_resetChainIfHit, ref int ___m_nextAttackChainLevel, EffectList ___m_hitTerrainEffect, float ___m_attackHitNoise, Vector3 pos, Collider col, Vector3 dir, GameObject ___m_spawnOnTrigger) { Vector3 zero = Vector3.zero; bool flag2 = false; //rename HashSet <Skills.SkillType> skillTypeSet = new HashSet <Skills.SkillType>(); bool hitOccured = false; ___m_weapon.m_shared.m_hitEffect.Create(pos, Quaternion.identity); ___m_hitEffect.Create(pos, Quaternion.identity); GameObject hitObject = Projectile.FindHitObject(col); if (!(hitObject == ___m_character.gameObject)) { Vagon component1 = hitObject.GetComponent <Vagon>(); if (!component1 || !component1.IsAttached(___m_character)) { Character component2 = hitObject.GetComponent <Character>(); if (!(component2 != null) || (___m_character.IsPlayer() || BaseAI.IsEnemy(___m_character, component2)) && (!___m_weapon.m_shared.m_dodgeable || !component2.IsDodgeInvincible())) { hitOccured = true; } } } if (!hitOccured) { return; } IDestructible component = hitObject.GetComponent <IDestructible>(); if (component != null) { DestructibleType destructibleType = component.GetDestructibleType(); Skills.SkillType skill = ___m_weapon.m_shared.m_skillType; if (___m_specialHitSkill != Skills.SkillType.None && (destructibleType & ___m_specialHitType) != DestructibleType.None) { skill = ___m_specialHitSkill; } float randomSkillFactor = ___m_character.GetRandomSkillFactor(skill); if (___m_lowerDamagePerHit) { randomSkillFactor /= 0.75f; } HitData hitData = new HitData(); hitData.m_toolTier = ___m_weapon.m_shared.m_toolTier; hitData.m_statusEffect = ___m_weapon.m_shared.m_attackStatusEffect ? ___m_weapon.m_shared.m_attackStatusEffect.name : ""; hitData.m_pushForce = ___m_weapon.m_shared.m_attackForce * randomSkillFactor * ___m_forceMultiplier; hitData.m_backstabBonus = ___m_weapon.m_shared.m_backstabBonus; hitData.m_staggerMultiplier = ___m_staggerMultiplier; hitData.m_dodgeable = ___m_weapon.m_shared.m_dodgeable; hitData.m_blockable = ___m_weapon.m_shared.m_blockable; hitData.m_skill = skill; hitData.m_damage = ___m_weapon.GetDamage(); hitData.m_point = pos; hitData.m_dir = dir; hitData.m_hitCollider = col; hitData.SetAttacker(___m_character); hitData.m_damage.Modify(___m_damageMultiplier); hitData.m_damage.Modify(randomSkillFactor); hitData.m_damage.Modify((float)getLevelDamageFactorMethod.Invoke(__instance, null)); if (___m_attackChainLevels > 1 && ___m_currentAttackCainLevel == ___m_attackChainLevels - 1) { hitData.m_damage.Modify(2f); hitData.m_pushForce *= 1.2f; } hitData.m_damage.Modify(MeshCooldown.calcDamageMultiplier()); ___m_character.GetSEMan().ModifyAttack(skill, ref hitData); if (component is Character) { flag2 = true; } component.Damage(hitData); if ((destructibleType & ___m_resetChainIfHit) != DestructibleType.None) { ___m_nextAttackChainLevel = 0; } skillTypeSet.Add(skill); } ___m_weapon.m_shared.m_hitTerrainEffect.Create(pos, Quaternion.identity); // Quaternion.identity might need to be replaced ___m_hitTerrainEffect.Create(pos, Quaternion.identity); if (___m_weapon.m_shared.m_spawnOnHitTerrain) { spawnOnHitTerrainMethod.Invoke(__instance, new object[] { pos, ___m_weapon.m_shared.m_spawnOnHitTerrain }); } if (___m_weapon.m_shared.m_useDurability && ___m_character.IsPlayer()) { ___m_weapon.m_durability -= ___m_weapon.m_shared.m_useDurabilityDrain; } ___m_character.AddNoise(___m_attackHitNoise); if (___m_weapon.m_shared.m_spawnOnHit) { Object.Instantiate(___m_weapon.m_shared.m_spawnOnHit, pos, Quaternion.identity).GetComponent <IProjectile>() ?.Setup(___m_character, zero, ___m_attackHitNoise, null, ___m_weapon); } foreach (Skills.SkillType skill in skillTypeSet) { ___m_character.RaiseSkill(skill, flag2 ? 1.5f : 1f); } if (!___m_spawnOnTrigger) { return; } Object.Instantiate(___m_spawnOnTrigger, zero, Quaternion.identity).GetComponent <IProjectile>()?.Setup(___m_character, ___m_character.transform.forward, -1f, null, ___m_weapon); return; }