272 lines
7.5 KiB
C#
272 lines
7.5 KiB
C#
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using System.Linq;
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.TitanMonster;
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public class FireMegaLaser : BaseState
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{
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[SerializeField]
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public GameObject effectPrefab;
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[SerializeField]
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public GameObject hitEffectPrefab;
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[SerializeField]
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public GameObject laserPrefab;
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public static string playAttackSoundString;
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public static string playLoopSoundString;
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public static string stopLoopSoundString;
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public static float damageCoefficient;
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public static float force;
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public static float minSpread;
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public static float maxSpread;
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public static int bulletCount;
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public static float fireFrequency;
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public static float maxDistance;
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public static float minimumDuration;
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public static float maximumDuration;
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public static float lockOnAngle;
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public static float procCoefficientPerTick;
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private HurtBox lockedOnHurtBox;
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private float fireStopwatch;
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private float stopwatch;
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private Ray aimRay;
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private Transform modelTransform;
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private GameObject laserEffect;
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private ChildLocator laserChildLocator;
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private Transform laserEffectEnd;
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protected Transform muzzleTransform;
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private BulletAttack bulletAttack;
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private EffectManagerHelper _emh_laserEffect;
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private BullseyeSearch enemyFinder;
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private bool foundAnyTarget;
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public override void Reset()
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{
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base.Reset();
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lockedOnHurtBox = null;
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modelTransform = null;
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laserEffect = null;
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laserChildLocator = null;
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laserEffectEnd = null;
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muzzleTransform = null;
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if (bulletAttack != null)
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{
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bulletAttack.Reset();
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}
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if (enemyFinder != null)
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{
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enemyFinder.Reset();
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}
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foundAnyTarget = false;
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_emh_laserEffect = null;
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}
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public override void OnEnter()
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{
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base.OnEnter();
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base.characterBody.SetAimTimer(maximumDuration);
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Util.PlaySound(playAttackSoundString, base.gameObject);
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Util.PlaySound(playLoopSoundString, base.gameObject);
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PlayCrossfade("Gesture, Additive", "FireLaserLoop", 0.25f);
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enemyFinder = new BullseyeSearch();
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enemyFinder.viewer = base.characterBody;
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enemyFinder.maxDistanceFilter = maxDistance;
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enemyFinder.maxAngleFilter = lockOnAngle;
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enemyFinder.searchOrigin = aimRay.origin;
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enemyFinder.searchDirection = aimRay.direction;
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enemyFinder.filterByLoS = false;
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enemyFinder.sortMode = BullseyeSearch.SortMode.Angle;
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enemyFinder.teamMaskFilter = TeamMask.allButNeutral;
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if ((bool)base.teamComponent)
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{
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enemyFinder.teamMaskFilter.RemoveTeam(base.teamComponent.teamIndex);
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}
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aimRay = GetAimRay();
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modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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muzzleTransform = component.FindChild("MuzzleLaser");
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if ((bool)muzzleTransform && (bool)laserPrefab)
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{
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if (!EffectManager.ShouldUsePooledEffect(laserPrefab))
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{
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laserEffect = Object.Instantiate(laserPrefab, muzzleTransform.position, muzzleTransform.rotation);
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}
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else
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{
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_emh_laserEffect = EffectManager.GetAndActivatePooledEffect(laserPrefab, muzzleTransform.position, muzzleTransform.rotation);
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laserEffect = _emh_laserEffect.gameObject;
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}
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laserEffect.transform.parent = muzzleTransform;
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laserChildLocator = laserEffect.GetComponent<ChildLocator>();
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laserEffectEnd = laserChildLocator.FindChild("LaserEnd");
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}
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}
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}
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UpdateLockOn();
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}
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public override void OnExit()
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{
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if ((bool)laserEffect)
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{
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if (_emh_laserEffect != null && _emh_laserEffect.OwningPool != null)
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{
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_emh_laserEffect.OwningPool.ReturnObject(_emh_laserEffect);
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}
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else
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{
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EntityState.Destroy(laserEffect);
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}
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_emh_laserEffect = null;
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laserEffect = null;
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}
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base.characterBody.SetAimTimer(2f);
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Util.PlaySound(stopLoopSoundString, base.gameObject);
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PlayCrossfade("Gesture, Additive", "FireLaserEnd", 0.25f);
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base.OnExit();
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}
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private void UpdateLockOn()
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{
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if (base.isAuthority)
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{
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enemyFinder.searchOrigin = aimRay.origin;
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enemyFinder.searchDirection = aimRay.direction;
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enemyFinder.RefreshCandidates();
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foundAnyTarget = (lockedOnHurtBox = enemyFinder.GetResults().FirstOrDefault());
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}
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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float deltaTime = GetDeltaTime();
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fireStopwatch += deltaTime;
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stopwatch += deltaTime;
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aimRay = GetAimRay();
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Vector3 vector = aimRay.origin;
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if ((bool)muzzleTransform)
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{
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vector = muzzleTransform.position;
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}
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RaycastHit hitInfo;
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Vector3 vector2 = (lockedOnHurtBox ? lockedOnHurtBox.transform.position : ((!Util.CharacterRaycast(base.gameObject, aimRay, out hitInfo, maxDistance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore)) ? aimRay.GetPoint(maxDistance) : hitInfo.point));
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Ray ray = new Ray(vector, vector2 - vector);
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bool flag = false;
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if ((bool)laserEffect && (bool)laserChildLocator)
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{
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if (Util.CharacterRaycast(base.gameObject, ray, out var hitInfo2, (vector2 - vector).magnitude, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.UseGlobal))
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{
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vector2 = hitInfo2.point;
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if (Util.CharacterRaycast(base.gameObject, new Ray(vector2 - ray.direction * 0.1f, -ray.direction), out var _, hitInfo2.distance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.UseGlobal))
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{
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vector2 = ray.GetPoint(0.1f);
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flag = true;
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}
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}
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laserEffect.transform.rotation = Util.QuaternionSafeLookRotation(vector2 - vector);
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laserEffectEnd.transform.position = vector2;
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}
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if (fireStopwatch > 1f / fireFrequency)
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{
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string targetMuzzle = "MuzzleLaser";
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if (!flag)
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{
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FireBullet(modelTransform, ray, targetMuzzle, (vector2 - ray.origin).magnitude + 0.1f);
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}
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UpdateLockOn();
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fireStopwatch -= 1f / fireFrequency;
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}
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if (base.isAuthority && (((!base.inputBank || !base.inputBank.skill4.down) && stopwatch > minimumDuration) || stopwatch > maximumDuration))
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{
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outer.SetNextStateToMain();
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Skill;
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}
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private void FireBullet(Transform modelTransform, Ray aimRay, string targetMuzzle, float maxDistance)
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{
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
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}
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if (base.isAuthority)
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{
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if (bulletAttack == null)
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{
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bulletAttack = new BulletAttack();
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}
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bulletAttack.owner = base.gameObject;
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bulletAttack.weapon = base.gameObject;
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bulletAttack.origin = aimRay.origin;
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bulletAttack.aimVector = aimRay.direction;
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bulletAttack.minSpread = minSpread;
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bulletAttack.maxSpread = maxSpread;
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bulletAttack.bulletCount = 1u;
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bulletAttack.damage = damageCoefficient * damageStat / fireFrequency;
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bulletAttack.force = force;
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bulletAttack.muzzleName = targetMuzzle;
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bulletAttack.hitEffectPrefab = hitEffectPrefab;
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bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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bulletAttack.procCoefficient = procCoefficientPerTick;
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bulletAttack.HitEffectNormal = false;
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bulletAttack.radius = 0f;
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bulletAttack.maxDistance = maxDistance;
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bulletAttack.Fire();
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}
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}
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public override void OnSerialize(NetworkWriter writer)
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{
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base.OnSerialize(writer);
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writer.Write(HurtBoxReference.FromHurtBox(lockedOnHurtBox));
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writer.Write(stopwatch);
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}
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public override void OnDeserialize(NetworkReader reader)
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{
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base.OnDeserialize(reader);
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HurtBoxReference hurtBoxReference = reader.ReadHurtBoxReference();
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stopwatch = reader.ReadSingle();
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lockedOnHurtBox = hurtBoxReference.ResolveGameObject()?.GetComponent<HurtBox>();
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}
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}
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