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LaxusiC

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Jul 12th, 2018
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  1. public class Actor : MonoBehaviour // TypeDefIndex: 2726
  2. {
  3.     // Fields
  4.     public HealthLinkDef[] healthLinks; // 0x20
  5.     public AuraLinkDef[] actorAuraLinks; // 0x28
  6.     public int coreSkillsAvailable; // 0x30
  7.     public Sprite[] abilityIcons; // 0x38
  8.     public Sprite[] abilityIcons2; // 0x40
  9.     public MinionDef[] myMinions; // 0x48
  10.     public int activeIconSet; // 0x50
  11.     public bool inUse; // 0x54
  12.     public bool dead; // 0x55
  13.     public enemyID enemyType; // 0x58
  14.     public heroID heroType; // 0x5C
  15.     public bool AI; // 0x60
  16.     public bool tauntable; // 0x61
  17.     public bool blackSpawn; // 0x62
  18.     public AuraApplication[] auras; // 0x68
  19.     private bool[] myTalents; // 0x70
  20.     public MotherBrain motherBrain; // 0x78
  21.     private Database DB; // 0x80
  22.     public Healthbar myHealthBar; // 0x88
  23.     public float healthBarHeight; // 0x90
  24.     public float sizeModifier; // 0x94
  25.     public float parentedEffectSize; // 0x98
  26.     public float slideMultiplier; // 0x9C
  27.     public float baseMoveSpeed; // 0xA0
  28.     public float fearMoveSpeed; // 0xA4
  29.     public float baseSwingTimer; // 0xA8
  30.     public float spawnSwingTimer; // 0xAC
  31.     public float threatModifier; // 0xB0
  32.     public int[] autoAttacks; // 0xB8
  33.     public int[] specials; // 0xC0
  34.     public int constantAction; // 0xC8
  35.     public int victoryAction; // 0xCC
  36.     public Vector2 enrageAction; // 0xD0
  37.     private bool enrageActionTriggered; // 0xD8
  38.     public float constantActionTimer; // 0xDC
  39.     public float constantActionDelay; // 0xE0
  40.     public int deathAction; // 0xE4
  41.     public StatusAnimation[] statusAnimations; // 0xE8
  42.     private float swingTimer; // 0xF0
  43.     public ActionList actionList; // 0xF8
  44.     public ActorState myState; // 0x100
  45.     public Vector3 targetLocation; // 0x104
  46.     public Actor myTarget; // 0x110
  47.     public bool canTargetEnemies; // 0x118
  48.     public bool canTargetAllies; // 0x119
  49.     public bool silenceDisablesAutos; // 0x11A
  50.     public bool immuneToCC; // 0x11B
  51.     public bool isBoss; // 0x11C
  52.     public bool isHero; // 0x11D
  53.     public bool isHeroMinion; // 0x11E
  54.     public bool movesRandomly; // 0x11F
  55.     public bool melee; // 0x120
  56.     public bool alwaysPreferBack; // 0x121
  57.     public float meleeToggleRange; // 0x124
  58.     public bool immobile; // 0x128
  59.     public bool doesNotFlip; // 0x129
  60.     public int myPlayerID; // 0x12C
  61.     public Transform myTransform; // 0x130
  62.     public Vector3 currentVector; // 0x138
  63.     public bool controllable; // 0x144
  64.     private int activeSpriteGroup; // 0x148
  65.     private float blinkCounter; // 0x14C
  66.     public SpriteGroup[] mySpriteGroups; // 0x150
  67.     public float health; // 0x158
  68.     public StatPack stats; // 0x160
  69.     public itemID mainhand; // 0x168
  70.     public int level; // 0x16C
  71.     public int xp; // 0x170
  72.     private float moveSpeed; // 0x174
  73.     private int defaultLayer; // 0x178
  74.     private float shadowOffsetSpecial; // 0x17C
  75.     private float clampDelay; // 0x180
  76.     private float flickerTimer; // 0x184
  77.     private float regenTimer; // 0x188
  78.     public bool isCCd; // 0x18C
  79.     public Transform wiggleRoot; // 0x190
  80.     public Vector3 slideVector; // 0x198
  81.     public Vector3 wiggleVector; // 0x1A4
  82.     private float frictionConstant; // 0x1B0
  83.     private bool flicker; // 0x1B4
  84.     public int currentAction; // 0x1B8
  85.     public int currentActionStep; // 0x1BC
  86.     public float currentActionTime; // 0x1C0
  87.     private Vector3 savedPoint; // 0x1C4
  88.     public Vector3[] randomPoints; // 0x1D0
  89.     private int currentRandomPoint; // 0x1D8
  90.     private float silhouetteFade; // 0x1DC
  91.     private SpriteGroup silhouetteSpriteGroup; // 0x1E0
  92.     private float suppressPositionSync; // 0x1E8
  93.     private int totalTargetsHit; // 0x1EC
  94.     private int totalMinionSac; // 0x1F0
  95.     public int chargeAction; // 0x1F4
  96.     private Vector3 leapVector; // 0x1F8
  97.     private float leapTime; // 0x204
  98.     private float storedDamage; // 0x208
  99.     private bool freshKill; // 0x20C
  100.     public PermanentAura permanentAura; // 0x210
  101.     private float offsetCheckTimer; // 0x214
  102.     private Actor cachedTarget; // 0x218
  103.     private float counterCooldown; // 0x220
  104.     public Actor queuedTarget; // 0x228
  105.     public Transform myShadow; // 0x230
  106.     public Transform myShadowSpecial; // 0x238
  107.     public SpriteRenderer myShadowRend; // 0x240
  108.     private Vector3 shadowOffset; // 0x248
  109.     private bool shadowFade; // 0x254
  110.     private float defaultShadowAlpha; // 0x258
  111.     public Color targetColor; // 0x25C
  112.     public Color actualColor; // 0x26C
  113.     public float colorSpeed; // 0x27C
  114.     private Vector3 queuedMoveCommand; // 0x280
  115.     public Vector3 meleeOffset; // 0x28C
  116.     private float timeSinceStateSync; // 0x298
  117.     private Vector3 syncPosition; // 0x29C
  118.     private Vector3 syncVector; // 0x2A8
  119.     private float colorFlashTimer; // 0x2B4
  120.     public bool activePull; // 0x2B8
  121.     public int queuedSpecial; // 0x2BC
  122.     public float suppressTime; // 0x2C0
  123.     public float dimBackground; // 0x2C4
  124.     public bool turnBlack; // 0x2C8
  125.     public bool endingSequence; // 0x2C9
  126.  
  127.     // Methods
  128.     public void .ctor(); // 0x10002949C
  129.     private void calculateMoveSpeed(); // 0x100029708
  130.     private void Awake(); // 0x100029F54
  131.     public void Initialize(string statString, int newlevel, itemID newmainhand, string talentString); // 0x10002A644
  132.     public void findHealthLinks(); // 0x10002A960
  133.     private void InitializeRPC(string arrivingStats, int newlevel, itemID newmainhand, int thePlayerID, string talentString); // 0x10002AB40
  134.     private void Update(); // 0x10002CF20
  135.     private void clampPosition(); // 0x1000355F4
  136.     private float calculateHaste(); // 0x100036914
  137.     private void advanceSwingTimer(); // 0x100036E5C
  138.     private void handleQueuedCommands(); // 0x100036EA8
  139.     private void queueRandomTarget(); // 0x1000373B8
  140.     private void clampTargetLocation(); // 0x100037E70
  141.     private void handleAuraLinks(); // 0x1000381E4
  142.     private void automation(); // 0x10002D150
  143.     private float calculateSkillHaste(); // 0x100056644
  144.     private void autoAcquireTarget(); // 0x100056090
  145.     private void slidingAnimation(); // 0x100034BD0
  146.     private string prepareAuraString(int whichActor, int whichAura, float auraMagnitude, float auraDuration); // 0x100056678
  147.     private void startAction(int whichAction); // 0x1000569C4
  148.     private void startActionWithRandomTarget(int whichAction, int actorID); // 0x100056CB4
  149.     public void projectileAction(Effect sourceEffect); // 0x100057150
  150.     public void projectilePathAction(Effect sourceEffect, Actor theVictim); // 0x1000573AC
  151.     public void pulseAction(Effect sourceEffect, Vector3 effectPosition); // 0x1000575FC
  152.     public void pulseCompletion(int newAction, Vector3 effectPosition); // 0x1000577B8
  153.     public void forceTeleport(int whichActor, Vector3 forcePosition); // 0x100057820
  154.     public void createSilhouette(); // 0x100057D94
  155.     public void projectilePathHit(int newAction, int newTargetID, Vector3 effectID); // 0x1000581C4
  156.     public void projectileCompletion(int newAction, int newTargetID, Vector3 effectID); // 0x1000583F8
  157.     private float calculateDeflection(Actor whichTarget); // 0x10005873C
  158.     public float considerMeleeSize(Actor theTarget); // 0x100056608
  159.     private void executeAction(); // 0x100039CC0
  160.     private void deployProjectile(int theAction, int theEffect, int availableEffect, float spawnOffset, Vector3 targetPos); // 0x10005EB08
  161.     private void deployDrainProjectile(int theAction, int theEffect, int availableEffect, Vector3 targetPos); // 0x10005EEF0
  162.     private float calculateLifedrain(float damageDealt, Actor theTarget); // 0x10005D958
  163.     private bool calculateCrit(Actor theTarget); // 0x10005BF00
  164.     private float calculateWeaponDamage(float multiplier, Actor theTarget, bool critRoll, bool ignoreArmor, bool skill); // 0x10005C868
  165.     private float calculateHealPower(float multiplier, Actor theTarget, bool critRoll, bool skill); // 0x10005E230
  166.     private string prepareHarmString(int whichActor, float howMuch, Vector3 pushVector, bool critRoll, float lifeDrain); // 0x10005DD74
  167.     private string prepareHealString(int whichActor, float howMuch, bool critRoll); // 0x10005E4CC
  168.     private void deflectCommand(int whichActor, float whichFacing, int attacker); // 0x10005F238
  169.     private void deflect(float whichFacing, int attacker); // 0x10005F438
  170.     private void tauntActors(string harmString); // 0x10005FCBC
  171.     private void learnRandomPoints(string theString); // 0x10006029C
  172.     private void harmActors(string harmString); // 0x1000604CC
  173.     public void gainAura(int whichAura, float auraMagnitude, float auraDuration, int whoHitMe); // 0x100061498
  174.     public void beTaunted(int whoHitMe); // 0x10005FFD0
  175.     public void takeDamage(float howMuch, Vector3 pushVector, bool critRoll, int whoHitMe, bool split); // 0x1000388D4
  176.     public void heal(float howMuch, bool critRoll, bool noGlow); // 0x100061304
  177.     private void reexamineMeleeOffset(); // 0x100056020
  178.     private void shadowAnimation(); // 0x100035A70
  179.     public void animate(int newSpriteGroup, string startingClip); // 0x100055D90
  180.     private void blink(); // 0x100035498
  181.     public void flash(); // 0x100061E78
  182.     private void animateColor(); // 0x1000350F8
  183.     public void moveCommand(Vector3 newTargetLocation); // 0x100037274
  184.     private void moveCommandRPC(Vector3 newTargetLocation); // 0x100061F1C
  185.     public void targetCommand(Actor newTarget); // 0x100037040
  186.     private void targetCommandRPC(int actorID, Vector3 preferredPosition); // 0x100061F84
  187.     private void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info); // 0x100062228
  188.     private void positionCorrection(); // 0x100034A30
  189.     private Vector3 findBestMeleePosition(Actor theTarget, bool ignorePriority); // 0x100058BAC
  190.     private void auraDecay(); // 0x100035E34
  191.     public void spawnCommand(float posX, float posZ, float movePosX, float movePosZ, int spawnType, int targetID); // 0x1000624DC
  192.     private void passiveRegen(); // 0x100055B3C
  193.     private void resetAllCooldowns(); // 0x10005E784
  194.     public bool isAlly(Actor whichActor); // 0x100037DEC
  195.     public void netDestroy(); // 0x1000633D0
  196. }
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