316 lines
7.6 KiB
C#
316 lines
7.6 KiB
C#
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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.Chef;
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public class ChargeRolyPoly : BaseSkillState
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{
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public float baseChargeDuration = 1f;
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[SerializeField]
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public float minChargeForChargedAttack = 0.1f;
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[SerializeField]
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public float walkSpeedCoefficient;
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[SerializeField]
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public GameObject skiddingVFX1;
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[SerializeField]
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public string chargeLevelSFX1;
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[SerializeField]
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public string chargeLevelSFX2;
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[SerializeField]
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public string chargeLevelSFX3;
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[SerializeField]
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public float explosionDmgCoefficient;
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[SerializeField]
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public float dmgIncreasePercent;
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[SerializeField]
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public float explosionForce;
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[SerializeField]
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public Vector3 extraExplosionForce;
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[SerializeField]
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public float explosionRadius;
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[SerializeField]
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public GameObject explosionPrefab1;
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[SerializeField]
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public GameObject explosionPrefab2;
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[SerializeField]
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public GameObject explosionPrefab3;
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[SerializeField]
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public float explodeRadiusVFX;
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private float duration;
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private GameObject explosionPrefab;
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private int gearShifLevel;
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private GameObject chargeLevelVFXBase;
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private bool chargeAnimPlayed;
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private float gearToChargeProgress = 0.3f;
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private bool obtainedGear1;
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private bool obtainedGear2;
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private bool obtainedGear3;
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private Transform modelTransform;
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private EffectManagerHelper rolyPolyChargeFXReference;
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private bool hasBoost;
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private bool useRootMotion;
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private bool hasCharacterMotor;
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private bool hasRailMotor;
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private bool hasCharacterDirection;
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private bool hasAimAnimator;
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private AimAnimator aimAnimator;
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private Vector3 moveVector = Vector3.zero;
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private Vector3 aimDirection = Vector3.forward;
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private ChefController chefController;
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protected float charge { get; private set; }
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protected float chargeDuration { get; private set; }
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public override void OnEnter()
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{
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base.OnEnter();
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if (base.isAuthority)
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{
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chefController = base.characterBody.GetComponent<ChefController>();
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if (chefController != null)
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{
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chefController.blockOtherSkills = true;
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}
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EntityStateMachine.FindByCustomName(base.gameObject, "Weapon").SetNextState(new RolyPolyWeaponBlockingState());
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}
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bool active = NetworkServer.active;
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chargeDuration = baseChargeDuration / attackSpeedStat;
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if (base.characterBody.HasBuff(DLC2Content.Buffs.Boosted))
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{
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hasBoost = true;
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if (active)
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{
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base.characterBody.RemoveBuff(DLC2Content.Buffs.Boosted);
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}
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}
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if (active)
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{
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base.characterBody.AddBuff(RoR2Content.Buffs.ArmorBoost);
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}
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base.characterMotor.walkSpeedPenaltyCoefficient = walkSpeedCoefficient;
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PlayAnimation("Body", "ChargeRolyPoly", "ChargeRolyPoly.playbackRate", 1f);
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new EffectData
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{
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origin = base.transform.position,
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scale = 1f
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};
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modelTransform = GetModelTransform();
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform inTransform = component.FindChild("Base");
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rolyPolyChargeFXReference = EffectManager.GetAndActivatePooledEffect(skiddingVFX1, inTransform, inResetLocal: true);
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}
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useRootMotion = ((bool)base.characterBody && base.characterBody.rootMotionInMainState && base.isGrounded) || (bool)base.railMotor;
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hasCharacterMotor = base.characterMotor;
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hasRailMotor = base.railMotor;
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hasCharacterDirection = base.characterDirection;
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Util.PlaySound("Play_chef_skill3_charge_start", base.gameObject);
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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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charge = Mathf.Clamp01(base.fixedAge / chargeDuration);
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base.characterBody.SetSpreadBloom(charge);
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base.characterBody.SetAimTimer(3f);
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if (charge >= minChargeForChargedAttack && charge != 1f && charge >= gearToChargeProgress)
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{
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gearToChargeProgress += 0.3f;
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explosionDmgCoefficient += explosionDmgCoefficient * dmgIncreasePercent;
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GearShift();
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}
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if (base.isAuthority)
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{
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AuthorityFixedUpdate();
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}
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}
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private void GearShift()
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{
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switch (gearShifLevel)
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{
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case 0:
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explosionPrefab = explosionPrefab1;
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Util.PlaySound(chargeLevelSFX1, base.gameObject);
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break;
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case 1:
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explosionPrefab = explosionPrefab2;
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Util.PlaySound(chargeLevelSFX2, base.gameObject);
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break;
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case 2:
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explosionPrefab = explosionPrefab3;
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Util.PlaySound(chargeLevelSFX3, base.gameObject);
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break;
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}
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EffectManager.SpawnEffect(explosionPrefab, new EffectData
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{
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origin = base.characterBody.footPosition,
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scale = explosionRadius * explodeRadiusVFX
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}, transmit: true);
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gearShifLevel++;
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BlastAttack blastAttack = new BlastAttack();
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blastAttack.attacker = base.characterBody.gameObject;
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blastAttack.baseDamage = explosionDmgCoefficient * base.characterBody.damage;
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blastAttack.baseForce = explosionForce;
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blastAttack.attackerFiltering = AttackerFiltering.NeverHitSelf;
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blastAttack.crit = base.characterBody.RollCrit();
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blastAttack.damageColorIndex = DamageColorIndex.Item;
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blastAttack.damageType = DamageType.SlowOnHit;
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blastAttack.inflictor = base.gameObject;
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blastAttack.position = base.transform.position;
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blastAttack.procChainMask = default(ProcChainMask);
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blastAttack.procCoefficient = 1f;
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blastAttack.radius = explosionRadius;
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blastAttack.teamIndex = base.characterBody.teamComponent.teamIndex;
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blastAttack.bonusForce = extraExplosionForce;
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blastAttack.Fire();
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}
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private void AuthorityFixedUpdate()
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{
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if (base.inputBank.skill3.justReleased || charge > 0.9f)
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{
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if (charge >= 0.9f)
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{
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charge = 3f;
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}
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else if (charge >= 0.6f)
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{
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charge = 2f;
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}
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else if (charge >= 0.3f)
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{
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charge = 1f;
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}
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else
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{
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charge = 0f;
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}
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outer.SetNextState(GetNextStateAuthority());
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}
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else
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{
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HandleRotation();
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}
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}
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private void HandleRotation()
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{
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moveVector = base.inputBank.moveVector;
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aimDirection = base.inputBank.aimDirection;
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if (useRootMotion)
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{
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if (hasCharacterMotor)
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{
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base.characterMotor.moveDirection = Vector3.zero;
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}
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if (hasRailMotor)
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{
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base.railMotor.inputMoveVector = moveVector;
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}
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}
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else
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{
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if (hasCharacterMotor)
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{
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base.characterMotor.moveDirection = moveVector;
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}
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if (hasRailMotor)
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{
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base.railMotor.inputMoveVector = moveVector;
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}
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}
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if (!hasRailMotor && hasCharacterDirection)
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{
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if (hasAimAnimator && aimAnimator.aimType == AimAnimator.AimType.Smart)
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{
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Vector3 vector = ((moveVector == Vector3.zero) ? base.characterDirection.forward : moveVector);
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float num = Vector3.Angle(aimDirection, vector);
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float num2 = Mathf.Max(aimAnimator.pitchRangeMax + aimAnimator.pitchGiveupRange, aimAnimator.yawRangeMax + aimAnimator.yawGiveupRange);
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base.characterDirection.moveVector = (((bool)base.characterBody && base.characterBody.shouldAim && num > num2) ? aimDirection : vector);
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}
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else
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{
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base.characterDirection.moveVector = (((bool)base.characterBody && base.characterBody.shouldAim) ? aimDirection : moveVector);
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}
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}
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}
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public override void OnExit()
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{
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if (rolyPolyChargeFXReference != null)
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{
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rolyPolyChargeFXReference.ReturnToPool();
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rolyPolyChargeFXReference = null;
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}
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if (NetworkServer.active)
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{
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base.characterBody.RemoveBuff(RoR2Content.Buffs.ArmorBoost);
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}
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base.characterMotor.walkSpeedPenaltyCoefficient = 1f;
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if (base.isAuthority && chefController != null)
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{
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chefController.blockOtherSkills = hasBoost;
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}
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Util.PlaySound("Stop_chef_skill3_charge_loop", base.gameObject);
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base.OnExit();
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}
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protected virtual EntityState GetNextStateAuthority()
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{
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return new RolyPoly
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{
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charge = charge,
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hasBoost = hasBoost
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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.Frozen;
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}
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}
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