241 lines
6.3 KiB
C#
241 lines
6.3 KiB
C#
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using System;
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using RoR2;
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using RoR2.Skills;
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using RoR2.UI;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.FalseSon;
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public class ClubForsaken : BaseSkillState, SteppedSkillDef.IStepSetter
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{
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private class ArcVisualizer : IDisposable
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{
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private readonly Vector3[] points;
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private readonly float duration;
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private readonly GameObject arcVisualizerInstance;
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private readonly LineRenderer lineRenderer;
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public ArcVisualizer(GameObject arcVisualizerPrefab, float duration, int vertexCount)
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{
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arcVisualizerInstance = UnityEngine.Object.Instantiate(arcVisualizerPrefab);
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lineRenderer = arcVisualizerInstance.GetComponent<LineRenderer>();
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lineRenderer.positionCount = vertexCount;
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points = new Vector3[vertexCount];
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this.duration = duration;
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}
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public void Dispose()
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{
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EntityState.Destroy(arcVisualizerInstance);
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}
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public void SetParameters(Vector3 origin, Vector3 initialVelocity, float characterMaxSpeed, float characterAcceleration)
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{
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arcVisualizerInstance.transform.position = origin;
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if (!lineRenderer.useWorldSpace)
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{
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Vector3 eulerAngles = Quaternion.LookRotation(initialVelocity).eulerAngles;
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eulerAngles.x = 0f;
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eulerAngles.z = 0f;
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Quaternion rotation = Quaternion.Euler(eulerAngles);
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arcVisualizerInstance.transform.rotation = rotation;
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origin = Vector3.zero;
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initialVelocity = Quaternion.Inverse(rotation) * initialVelocity;
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}
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else
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{
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arcVisualizerInstance.transform.rotation = Quaternion.LookRotation(Vector3.Cross(initialVelocity, Vector3.up));
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}
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float y = Physics.gravity.y;
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float num = duration / (float)points.Length;
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Vector3 vector = origin;
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Vector3 vector2 = initialVelocity;
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float num2 = num;
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float num3 = y * num2;
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float maxDistanceDelta = characterAcceleration * num2;
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for (int i = 0; i < points.Length; i++)
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{
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points[i] = vector;
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Vector2 current = Util.Vector3XZToVector2XY(vector2);
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current = Vector2.MoveTowards(current, Vector3.zero, maxDistanceDelta);
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vector2.x = current.x;
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vector2.z = current.y;
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vector2.y += num3;
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vector += vector2 * num2;
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}
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lineRenderer.SetPositions(points);
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}
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}
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public int clubState;
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public static GameObject arcVisualizerPrefab;
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public static float arcVisualizerSimulationLength;
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public static int arcVisualizerVertexCount;
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[SerializeField]
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public float baseChargeDuration = 1f;
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public static float minChargeForChargedAttack;
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public static GameObject chargeVfxPrefab;
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public static string chargeVfxChildLocatorName;
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public static GameObject crosshairOverridePrefab;
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public static float walkSpeedCoefficient;
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public static string startChargeLoopSFXString;
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public static string endChargeLoopSFXString;
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public static string enterSFXString;
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private CrosshairUtils.OverrideRequest crosshairOverrideRequest;
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private Transform chargeVfxInstanceTransform;
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private int gauntlet;
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private uint soundID;
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private bool chargeAnimPlayed;
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protected float chargeDuration { get; private set; }
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protected float charge { get; private set; }
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void SteppedSkillDef.IStepSetter.SetStep(int i)
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{
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clubState = i;
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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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chargeDuration = baseChargeDuration / attackSpeedStat;
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Util.PlaySound(enterSFXString, base.gameObject);
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soundID = Util.PlaySound(startChargeLoopSFXString, base.gameObject);
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.PrioritySkill;
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}
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public override void OnExit()
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{
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if ((bool)chargeVfxInstanceTransform)
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{
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EntityState.Destroy(chargeVfxInstanceTransform.gameObject);
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PlayAnimation("Gesture, Additive", "Empty");
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PlayAnimation("Gesture, Override", "Empty");
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crosshairOverrideRequest?.Dispose();
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chargeVfxInstanceTransform = null;
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}
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base.characterMotor.walkSpeedPenaltyCoefficient = 1f;
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Util.PlaySound(endChargeLoopSFXString, base.gameObject);
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base.OnExit();
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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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AkSoundEngine.SetRTPCValueByPlayingID("charFalseSon_skill1_chargeAmount", charge * 100f, soundID);
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base.characterBody.SetSpreadBloom(charge);
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base.characterBody.SetAimTimer(3f);
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if (charge >= minChargeForChargedAttack && !chargeVfxInstanceTransform && (bool)chargeVfxPrefab)
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{
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if ((bool)crosshairOverridePrefab && crosshairOverrideRequest == null)
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{
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crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(base.characterBody, crosshairOverridePrefab, CrosshairUtils.OverridePriority.Skill);
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}
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Transform transform = FindModelChild(chargeVfxChildLocatorName);
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if ((bool)transform)
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{
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chargeVfxInstanceTransform = UnityEngine.Object.Instantiate(chargeVfxPrefab, transform).transform;
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ScaleParticleSystemDuration component = chargeVfxInstanceTransform.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component)
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{
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component.newDuration = (1f - minChargeForChargedAttack) * chargeDuration;
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}
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}
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if (!chargeAnimPlayed)
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{
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PlayCrossfade("Gesture, Additive", "ChargeSwingIntro", "ChargeSwingIntro.playbackRate", 0.2f * chargeDuration, 0.1f);
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PlayCrossfade("Gesture, Override", "ChargeSwingIntro", "ChargeSwingIntro.playbackRate", 0.2f * chargeDuration, 0.1f);
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chargeAnimPlayed = true;
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}
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}
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if ((bool)chargeVfxInstanceTransform)
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{
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base.characterMotor.walkSpeedPenaltyCoefficient = walkSpeedCoefficient;
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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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public override void Update()
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{
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base.Update();
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Mathf.Clamp01(base.age / chargeDuration);
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}
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private void AuthorityFixedUpdate()
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{
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if (!ShouldKeepChargingAuthority())
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{
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outer.SetNextState(GetNextStateAuthority());
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}
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}
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protected virtual bool ShouldKeepChargingAuthority()
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{
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return IsKeyDownAuthority();
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}
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protected virtual EntityState GetNextStateAuthority()
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{
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if (charge > minChargeForChargedAttack)
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{
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if (!base.isGrounded)
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{
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return new PreClubGroundSlam
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{
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charge = charge
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};
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}
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return new ChargedClubSwing
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{
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charge = charge
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};
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}
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return new ClubSwing2
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{
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club = clubState
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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((byte)clubState);
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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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clubState = reader.ReadByte();
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}
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}
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