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using UnityEngine;

public class Recoil : MonoBehaviour
{
	public float ADSMovementMultiplier = 0.5f;

	[Header("")]
	public Vector3 gunForce;

	public Vector3 gunForceRandom;

	[Header("")]
	public Vector3 gunTorque;

	public Vector3 gunTorqueRandom;

	[Header("")]
	private Rigidbody rig;

	[Header("")]
	public Vector2 recoil;

	public Vector2 randomRecoil;

	public AnimationCurve recoilCurve;

	private CameraRecoil cameraRecoil;

	private HoldableObject holdableObject;

	private ADS ads;

	private void Start()
	{
		rig = GetComponent<Rigidbody>();
		holdableObject = GetComponent<HoldableObject>();
		ads = GetComponentInChildren<ADS>();
	}

	private void Update()
	{
		if (!holdableObject.isHeld && (bool)cameraRecoil)
		{
			cameraRecoil = null;
		}
	}

	public void AddRecoil(bool ADS)
	{
		if (!cameraRecoil)
		{
			cameraRecoil = holdableObject.holder.GetComponentInChildren<CameraRecoil>();
		}
		ads.PlayRecoilAnimation();
		cameraRecoil.AddRecoil(recoil + new Vector2(Random.Range(0f - randomRecoil.x, randomRecoil.x), Random.Range(0f - randomRecoil.y, randomRecoil.y)), recoilCurve);
		float num = 1f;
		if (ADS)
		{
			num = ADSMovementMultiplier;
		}
		rig.AddForce(base.transform.TransformDirection(gunForce + new Vector3(Random.Range(0f - gunForceRandom.x, gunForceRandom.x), Random.Range(0f - gunForceRandom.y, gunForceRandom.y), Random.Range(0f - gunForceRandom.z, gunForceRandom.z))) * num, ForceMode.VelocityChange);
		rig.AddTorque(base.transform.TransformDirection(gunTorque + new Vector3(Random.Range(0f - gunTorqueRandom.x, gunTorqueRandom.x), Random.Range(0f - gunTorqueRandom.y, gunTorqueRandom.y), Random.Range(0f - gunTorqueRandom.z, gunTorqueRandom.z))) * num, ForceMode.VelocityChange);
	}
}