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2 changes: 2 additions & 0 deletions Assets/Scripts/Assembly-CSharp/AISearchRoutine.cs
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,8 @@ public class AISearchRoutine

public bool randomized;

public bool onlySearchNodesInLOS;

public float GetCurrentDistanceOfSearch()
{
return 0f;
Expand Down
79 changes: 79 additions & 0 deletions Assets/Scripts/Assembly-CSharp/ActivateObjectAfterSceneLoad.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,79 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using UnityEngine;

public class ActivateObjectAfterSceneLoad : MonoBehaviour
{
[CompilerGenerated]
private sealed class _003CwaitForNavMeshBake_003Ed__2 : IEnumerator<object>, IEnumerator, IDisposable
{
private int _003C_003E1__state;

private object _003C_003E2__current;

public ActivateObjectAfterSceneLoad _003C_003E4__this;

object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return null;
}
}

object IEnumerator.Current
{
[DebuggerHidden]
get
{
return null;
}
}

[DebuggerHidden]
public _003CwaitForNavMeshBake_003Ed__2(int _003C_003E1__state)
{
}

[DebuggerHidden]
void IDisposable.Dispose()
{
}

private bool MoveNext()
{
return false;
}

bool IEnumerator.MoveNext()
{
//ILSpy generated this explicit interface implementation from .override directive in MoveNext
return this.MoveNext();
}

[DebuggerHidden]
void IEnumerator.Reset()
{
}
}

private GameObject activateObject;

private void Start()
{
}

[IteratorStateMachine(typeof(_003CwaitForNavMeshBake_003Ed__2))]
private IEnumerator waitForNavMeshBake()
{
return null;
}

public void SetInitialState()
{
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

2 changes: 1 addition & 1 deletion Assets/Scripts/Assembly-CSharp/AlarmButton.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

2 changes: 1 addition & 1 deletion Assets/Scripts/Assembly-CSharp/AllItemsList.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

2 changes: 1 addition & 1 deletion Assets/Scripts/Assembly-CSharp/AnimatedItem.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

119 changes: 119 additions & 0 deletions Assets/Scripts/Assembly-CSharp/AnimatedObjectFloatSetter.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,119 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using UnityEngine;

public class AnimatedObjectFloatSetter : MonoBehaviour
{
[CompilerGenerated]
private sealed class _003CwaitForNavMeshBake_003Ed__19 : IEnumerator<object>, IEnumerator, IDisposable
{
private int _003C_003E1__state;

private object _003C_003E2__current;

public AnimatedObjectFloatSetter _003C_003E4__this;

object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return null;
}
}

object IEnumerator.Current
{
[DebuggerHidden]
get
{
return null;
}
}

[DebuggerHidden]
public _003CwaitForNavMeshBake_003Ed__19(int _003C_003E1__state)
{
}

[DebuggerHidden]
void IDisposable.Dispose()
{
}

private bool MoveNext()
{
return false;
}

bool IEnumerator.MoveNext()
{
//ILSpy generated this explicit interface implementation from .override directive in MoveNext
return this.MoveNext();
}

[DebuggerHidden]
void IEnumerator.Reset()
{
}
}

public AnimatedObjectTrigger animatedObjectTrigger;

public string animatorFloatName;

private float animatorFloatValue;

public float valueChangeSpeed;

public GameObject[] conditionalObjects;

private int currentFifth;

private bool boolWasTrue;

private bool completed;

public AudioSource thisAudio;

public AudioClip trueAudio;

public AudioClip falseAudio;

public AudioClip completionTrueAudio;

public AudioClip completionFalseAudio;

public Transform killPlayerPoint;

public bool ignoreVerticalDistance;

public float killRange;

private bool deactivated;

private void KillPlayerAtPoint()
{
}

private void Start()
{
}

[IteratorStateMachine(typeof(_003CwaitForNavMeshBake_003Ed__19))]
private IEnumerator waitForNavMeshBake()
{
return null;
}

private void Update()
{
}

public void SetObjectBasedOnAnimatorFloat()
{
}
}
13 changes: 13 additions & 0 deletions Assets/Scripts/Assembly-CSharp/AnimatedObjectFloatSetter.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

70 changes: 70 additions & 0 deletions Assets/Scripts/Assembly-CSharp/AnimatedObjectTrigger.cs
Original file line number Diff line number Diff line change
@@ -1,10 +1,68 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using GameNetcodeStuff;
using Unity.Netcode;
using UnityEngine;

public class AnimatedObjectTrigger : NetworkBehaviour
{
[CompilerGenerated]
private sealed class _003CwaitForNavMeshBake_003Ed__28 : IEnumerator<object>, IEnumerator, IDisposable
{
private int _003C_003E1__state;

private object _003C_003E2__current;

public AnimatedObjectTrigger _003C_003E4__this;

object IEnumerator<object>.Current
{
[DebuggerHidden]
get
{
return null;
}
}

object IEnumerator.Current
{
[DebuggerHidden]
get
{
return null;
}
}

[DebuggerHidden]
public _003CwaitForNavMeshBake_003Ed__28(int _003C_003E1__state)
{
}

[DebuggerHidden]
void IDisposable.Dispose()
{
}

private bool MoveNext()
{
return false;
}

bool IEnumerator.MoveNext()
{
//ILSpy generated this explicit interface implementation from .override directive in MoveNext
return this.MoveNext();
}

[DebuggerHidden]
void IEnumerator.Reset()
{
}
}

public Animator triggerAnimator;

public Animator triggerAnimatorB;
Expand Down Expand Up @@ -40,6 +98,8 @@ public class AnimatedObjectTrigger : NetworkBehaviour
[Space(3f)]
public ParticleSystem playParticle;

public int playParticleOnTimesTriggered;

[Space(4f)]
private StartOfRound playersManager;

Expand All @@ -66,6 +126,16 @@ public void Start()
{
}

[IteratorStateMachine(typeof(_003CwaitForNavMeshBake_003Ed__28))]
private IEnumerator waitForNavMeshBake()
{
return null;
}

public void SetInitialState()
{
}

public void TriggerAnimation(PlayerControllerB playerWhoTriggered)
{
}
Expand Down

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

2 changes: 1 addition & 1 deletion Assets/Scripts/Assembly-CSharp/AnimatedTextureUV.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

2 changes: 1 addition & 1 deletion Assets/Scripts/Assembly-CSharp/AnimationStopPoints.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

2 changes: 1 addition & 1 deletion Assets/Scripts/Assembly-CSharp/Anomaly.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

2 changes: 1 addition & 1 deletion Assets/Scripts/Assembly-CSharp/AnomalyType.cs.meta

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