191 lines
5.7 KiB
C#
191 lines
5.7 KiB
C#
using System;
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using Cpp2IlInjected;
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using UnityEngine;
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// Token: 0x020000C0 RID: 192
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[Token(Token = "0x20000C0")]
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public class NPC_CatGril : NPC
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{
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// Token: 0x0600083F RID: 2111 RVA: 0x00011EC8 File Offset: 0x000100C8
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[Token(Token = "0x600083F")]
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[Address(RVA = "0xF135F0", Offset = "0xF125F0", VA = "0x180F135F0", Slot = "4")]
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public override void Init()
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{
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base.Init();
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Material[] g_Mat = this.g_Mat;
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int num = 0;
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this.g_fShadowSwitch = (float)num;
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if (num < g_Mat.Length)
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{
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Material material = g_Mat[num];
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int num2 = 0;
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if (material != num2)
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{
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Material material2 = this.g_Mat[num];
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float num3 = this.g_fShadowSwitch;
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material2.SetFloat("_ShadowTexSwitch", num3);
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}
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Material[] g_Mat2 = this.g_Mat;
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num++;
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}
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GameObject se_Transform = this.SE_Transform;
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Transform transform = base.transform;
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SoundEffect soundEffectOfPrefabs = Common.GetSoundEffectOfPrefabs(se_Transform, transform);
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this.g_SETransform = soundEffectOfPrefabs;
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Game.BindStageTimeScale(this.g_SETransform);
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GameObject se_HoldPlayer = this.SE_HoldPlayer;
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Transform transform2 = base.transform;
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SoundEffect soundEffectOfPrefabs2 = Common.GetSoundEffectOfPrefabs(se_HoldPlayer, transform2);
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this.g_SEHoldPlayer = soundEffectOfPrefabs2;
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Game.BindStageTimeScale(this.g_SEHoldPlayer);
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GameObject se_EndingDebut = this.SE_EndingDebut;
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Transform transform3 = base.transform;
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SoundEffect soundEffectOfPrefabs3 = Common.GetSoundEffectOfPrefabs(se_EndingDebut, transform3);
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this.g_SEEndingDebut = soundEffectOfPrefabs3;
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Game.BindStageTimeScale(this.g_SEEndingDebut);
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}
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// Token: 0x06000840 RID: 2112 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000840")]
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[Address(RVA = "0xF13AA0", Offset = "0xF12AA0", VA = "0x180F13AA0", Slot = "6")]
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protected override void Update()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x06000841 RID: 2113 RVA: 0x00011FC8 File Offset: 0x000101C8
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[Token(Token = "0x6000841")]
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[Address(RVA = "0xF13840", Offset = "0xF12840", VA = "0x180F13840")]
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public void PlayPSBody()
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{
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this.PS_Body01.Play(true);
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this.PS_Body02.Play(true);
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Material[] g_Mat = this.g_Mat;
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int num = 0;
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this.g_gShadowSwitchSet = 1f;
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this.g_fShadowSwitch = 1f;
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if (num < g_Mat.Length)
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{
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Material material = g_Mat[num];
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int num2 = 0;
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if (material != num2)
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{
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Material material2 = this.g_Mat[num];
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float num3 = this.g_fShadowSwitch;
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material2.SetFloat("_ShadowTexSwitch", num3);
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}
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Material[] g_Mat2 = this.g_Mat;
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num++;
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}
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this.g_SETransform.PlayRandom(1f, 1f);
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}
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// Token: 0x06000842 RID: 2114 RVA: 0x00012074 File Offset: 0x00010274
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[Token(Token = "0x6000842")]
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[Address(RVA = "0xF139E0", Offset = "0xF129E0", VA = "0x180F139E0")]
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public void PlaySEHoldPlayer()
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{
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this.g_SEHoldPlayer.PlayRandom(1f, 1f);
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}
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// Token: 0x06000843 RID: 2115 RVA: 0x0001209C File Offset: 0x0001029C
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[Token(Token = "0x6000843")]
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[Address(RVA = "0xF13A10", Offset = "0xF12A10", VA = "0x180F13A10")]
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public new void SetShadowSwitch(float Val)
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{
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float num = Mathf.Clamp01(Val);
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this.g_gShadowSwitchSet = num;
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}
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// Token: 0x06000844 RID: 2116 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000844")]
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[Address(RVA = "0xF13460", Offset = "0xF12460", VA = "0x180F13460")]
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public void EndingDebut()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x06000845 RID: 2117 RVA: 0x000120B8 File Offset: 0x000102B8
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[Token(Token = "0x6000845")]
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[Address(RVA = "0xF13A40", Offset = "0xF12A40", VA = "0x180F13A40", Slot = "19")]
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public override void SetTimeScale(float fTimeScale)
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{
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base.SetTimeScale(fTimeScale);
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Common.SetEffectTimeScale(this.PS_Body01, fTimeScale);
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Common.SetEffectTimeScale(this.PS_Body02, fTimeScale);
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Common.SetEffectTimeScale(this.PS_EndingDebut, fTimeScale);
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}
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// Token: 0x06000846 RID: 2118 RVA: 0x000120F0 File Offset: 0x000102F0
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[Token(Token = "0x6000846")]
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[Address(RVA = "0xF12AD0", Offset = "0xF11AD0", VA = "0x180F12AD0")]
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public NPC_CatGril()
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{
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}
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// Token: 0x04000958 RID: 2392
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[FieldOffset(Offset = "0x108")]
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[Token(Token = "0x4000958")]
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public ParticleSystem PS_Body01;
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// Token: 0x04000959 RID: 2393
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[FieldOffset(Offset = "0x110")]
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[Token(Token = "0x4000959")]
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public ParticleSystem PS_Body02;
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// Token: 0x0400095A RID: 2394
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[FieldOffset(Offset = "0x118")]
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[Token(Token = "0x400095A")]
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public ParticleSystem PS_EndingDebut;
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// Token: 0x0400095B RID: 2395
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[FieldOffset(Offset = "0x120")]
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[Token(Token = "0x400095B")]
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public GameObject SE_Transform;
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// Token: 0x0400095C RID: 2396
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[FieldOffset(Offset = "0x128")]
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[Token(Token = "0x400095C")]
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public GameObject SE_HoldPlayer;
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// Token: 0x0400095D RID: 2397
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[FieldOffset(Offset = "0x130")]
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[Token(Token = "0x400095D")]
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public GameObject SE_EndingDebut;
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// Token: 0x0400095E RID: 2398
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[FieldOffset(Offset = "0x138")]
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[Token(Token = "0x400095E")]
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private SoundEffect g_SETransform;
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// Token: 0x0400095F RID: 2399
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[FieldOffset(Offset = "0x140")]
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[Token(Token = "0x400095F")]
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private SoundEffect g_SEHoldPlayer;
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// Token: 0x04000960 RID: 2400
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[FieldOffset(Offset = "0x148")]
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[Token(Token = "0x4000960")]
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private SoundEffect g_SEEndingDebut;
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// Token: 0x04000961 RID: 2401
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[FieldOffset(Offset = "0x150")]
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[Token(Token = "0x4000961")]
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private float g_fShadowSwitch;
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// Token: 0x04000962 RID: 2402
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[FieldOffset(Offset = "0x154")]
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[Token(Token = "0x4000962")]
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private float g_gShadowSwitchSet;
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// Token: 0x04000963 RID: 2403
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[FieldOffset(Offset = "0x158")]
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[Token(Token = "0x4000963")]
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private bool g_bGlow;
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// Token: 0x04000964 RID: 2404
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[FieldOffset(Offset = "0x15C")]
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[Token(Token = "0x4000964")]
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private float g_fGlow;
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}
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