Add v1.0.3.1
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100
Cpp2IL/Assembly-CSharp/CFX_LightIntensityFade.cs
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100
Cpp2IL/Assembly-CSharp/CFX_LightIntensityFade.cs
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using System;
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using Cpp2IlInjected;
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using UnityEngine;
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// Token: 0x02000339 RID: 825
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[Token(Token = "0x2000339")]
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[RequireComponent(typeof(Light))]
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public class CFX_LightIntensityFade : MonoBehaviour
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{
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// Token: 0x06002093 RID: 8339 RVA: 0x0004D99C File Offset: 0x0004BB9C
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[Token(Token = "0x6002093")]
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[Address(RVA = "0x134A5C0", Offset = "0x13493C0", VA = "0x18134A5C0")]
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private void Start()
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{
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float intensity = base.GetComponent<Light>().intensity;
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this.baseIntensity = intensity;
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}
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// Token: 0x06002094 RID: 8340 RVA: 0x0004D9C4 File Offset: 0x0004BBC4
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[Token(Token = "0x6002094")]
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[Address(RVA = "0x134A550", Offset = "0x1349350", VA = "0x18134A550")]
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private void OnEnable()
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{
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float num = this.delay;
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int num2 = 0;
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this.p_lifetime = 0f;
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this.p_delay = num;
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if (num > (float)num2)
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{
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Light component = base.GetComponent<Light>();
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int num3 = 0;
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component.enabled = num3 != 0;
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return;
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}
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}
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// Token: 0x06002095 RID: 8341 RVA: 0x0004DA08 File Offset: 0x0004BC08
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[Token(Token = "0x6002095")]
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[Address(RVA = "0x134A620", Offset = "0x1349420", VA = "0x18134A620")]
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private void Update()
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{
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float num = this.p_delay;
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int num2 = 0;
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if (num <= (float)num2)
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{
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float num3 = this.p_lifetime;
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if (this.autodestruct)
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{
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UnityEngine.Object.Destroy(base.gameObject);
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}
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return;
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}
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float deltaTime = Time.deltaTime;
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this.p_delay = num;
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base.GetComponent<Light>().enabled = true;
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throw new NullReferenceException();
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}
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// Token: 0x06002096 RID: 8342 RVA: 0x0004DAA4 File Offset: 0x0004BCA4
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[Token(Token = "0x6002096")]
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[Address(RVA = "0xBE5C30", Offset = "0xBE4A30", VA = "0x180BE5C30")]
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public CFX_LightIntensityFade()
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{
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}
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// Token: 0x040029DC RID: 10716
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x40029DC")]
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public float duration = 1f;
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// Token: 0x040029DD RID: 10717
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[FieldOffset(Offset = "0x1C")]
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[Token(Token = "0x40029DD")]
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public float delay;
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// Token: 0x040029DE RID: 10718
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x40029DE")]
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public float finalIntensity;
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// Token: 0x040029DF RID: 10719
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[FieldOffset(Offset = "0x24")]
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[Token(Token = "0x40029DF")]
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private float baseIntensity;
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// Token: 0x040029E0 RID: 10720
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x40029E0")]
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public bool autodestruct;
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// Token: 0x040029E1 RID: 10721
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x40029E1")]
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private float p_lifetime;
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// Token: 0x040029E2 RID: 10722
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x40029E2")]
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private float p_delay;
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}
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