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authorchai <215380520@qq.com>2024-05-20 22:36:58 +0800
committerchai <215380520@qq.com>2024-05-20 22:36:58 +0800
commita22c505984697881f5f911a165ee022087b69e09 (patch)
treed3c030aef1ae9b8a01c889dd2902bb1e3324e72b /Thronefall_1_0/Decompile/AimbotProjectile.cs
parent4a4cc82d069b26bc4d4532e73860f86b211ca239 (diff)
*renameHEADmaster
Diffstat (limited to 'Thronefall_1_0/Decompile/AimbotProjectile.cs')
-rw-r--r--Thronefall_1_0/Decompile/AimbotProjectile.cs166
1 files changed, 0 insertions, 166 deletions
diff --git a/Thronefall_1_0/Decompile/AimbotProjectile.cs b/Thronefall_1_0/Decompile/AimbotProjectile.cs
deleted file mode 100644
index 546deeb..0000000
--- a/Thronefall_1_0/Decompile/AimbotProjectile.cs
+++ /dev/null
@@ -1,166 +0,0 @@
-using UnityEngine;
-using UnityEngine.Events;
-
-public class AimbotProjectile : MonoBehaviour
-{
- private Weapon weapon;
-
- public bool shakeCameraOnDestroy;
-
- private Transform targetTransform;
-
- private Hp targetHp;
-
- private TaggedObject targetTaggedObject;
-
- private Vector3 rememberTarget;
-
- private Vector3 myLinearPosition;
-
- private Vector3 spawnPosition;
-
- private Vector3 previousPosition;
-
- private float finalDamageMultiplyer = 1f;
-
- private float remainingRange;
-
- private TaggedObject firedBy;
-
- private bool firedByPlayer;
-
- private bool targetIsFlying;
-
- [HideInInspector]
- public UnityEvent onHit = new UnityEvent();
-
- public Weapon Weapon
- {
- get
- {
- return weapon;
- }
- set
- {
- weapon = value;
- }
- }
-
- public void Fire(Weapon _weapon, Hp _target, float _chaseRange, Vector3 _backupTarget, TaggedObject _firedBy, float _finalDamageMultiplyer = 1f)
- {
- firedBy = _firedBy;
- if ((bool)firedBy)
- {
- firedByPlayer = _firedBy.Tags.Contains(TagManager.ETag.Player);
- }
- weapon = _weapon;
- if ((bool)_target)
- {
- targetTransform = _target.transform;
- targetHp = _target;
- targetTaggedObject = _target.GetComponent<TaggedObject>();
- if (targetTaggedObject.Tags.Contains(TagManager.ETag.Flying))
- {
- targetIsFlying = true;
- }
- }
- else
- {
- rememberTarget = _backupTarget;
- }
- myLinearPosition = base.transform.position;
- spawnPosition = base.transform.position;
- previousPosition = base.transform.position;
- remainingRange = _chaseRange;
- finalDamageMultiplyer = _finalDamageMultiplyer;
- Update();
- }
-
- private void Update()
- {
- if ((bool)targetTransform)
- {
- if (targetTaggedObject.colliderForBigOjectsToMeasureDistance != null)
- {
- rememberTarget = targetTaggedObject.colliderForBigOjectsToMeasureDistance.ClosestPoint(spawnPosition);
- }
- else
- {
- rememberTarget = targetTransform.position + targetHp.hitFeedbackHeight * Vector3.up;
- }
- }
- Vector3 vector = rememberTarget - myLinearPosition;
- float num = weapon.projectileSpeed * Time.deltaTime;
- if (num >= vector.magnitude)
- {
- Vector3 position = base.transform.position;
- base.transform.position = rememberTarget;
- if (targetTaggedObject != null && targetHp != null && targetTransform != null)
- {
- weapon.DealDamage(targetHp, finalDamageMultiplyer, firedBy);
- }
- else if (weapon.performRaycastWhenHittingEmptyPosition)
- {
- float raycastLength = weapon.raycastLength;
- Vector3 normalized = (base.transform.position - position).normalized;
- Physics.Raycast(base.transform.position - normalized * raycastLength, normalized, out var hitInfo, raycastLength, weapon.emptyPositionRaycastLayerMask);
- if ((bool)hitInfo.collider)
- {
- Hp componentInParent = hitInfo.collider.GetComponentInParent<Hp>();
- if ((bool)componentInParent)
- {
- weapon.DealDamage(componentInParent, finalDamageMultiplyer, firedBy);
- }
- }
- }
- if (!targetIsFlying && (bool)weapon.spawnOnGroundWhenTargetingGround)
- {
- if (targetTransform != null)
- {
- Object.Instantiate(weapon.spawnOnGroundWhenTargetingGround, targetTransform.position, Quaternion.identity);
- }
- else
- {
- Object.Instantiate(weapon.spawnOnGroundWhenTargetingGround, base.transform.position, Quaternion.identity);
- }
- }
- onHit.Invoke();
- Object.Destroy(base.gameObject);
- }
- else
- {
- myLinearPosition += vector.normalized * num;
- }
- float magnitude = (rememberTarget - spawnPosition).magnitude;
- float num4;
- if (magnitude > 0.001f)
- {
- float num2 = (myLinearPosition - spawnPosition).magnitude / magnitude;
- float num3 = Mathf.Max(0f, (magnitude + weapon.projectileParabulaOffset) * weapon.projectileParabulaFactor);
- num4 = (0f - Mathf.Pow(2f * num2 - 1f, 2f) + 1f) * num3;
- }
- else
- {
- num4 = 0f;
- }
- base.transform.position = myLinearPosition + Vector3.up * num4;
- if (weapon.projectileFacingDirection == Weapon.EFacingDirection.FaceVictim && base.transform.position != previousPosition)
- {
- base.transform.rotation = Quaternion.LookRotation(base.transform.position - previousPosition, Vector3.up);
- }
- previousPosition = base.transform.position;
- remainingRange -= num;
- if (remainingRange <= 0f)
- {
- targetTransform = null;
- }
- }
-
- private void OnDestroy()
- {
- if (shakeCameraOnDestroy && (bool)CameraController.instance)
- {
- CameraController.instance.ShakePunch();
- }
- }
-}