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- public class Actor : MonoBehaviour // TypeDefIndex: 2726
- {
- // Fields
- public HealthLinkDef[] healthLinks; // 0x20
- public AuraLinkDef[] actorAuraLinks; // 0x28
- public int coreSkillsAvailable; // 0x30
- public Sprite[] abilityIcons; // 0x38
- public Sprite[] abilityIcons2; // 0x40
- public MinionDef[] myMinions; // 0x48
- public int activeIconSet; // 0x50
- public bool inUse; // 0x54
- public bool dead; // 0x55
- public enemyID enemyType; // 0x58
- public heroID heroType; // 0x5C
- public bool AI; // 0x60
- public bool tauntable; // 0x61
- public bool blackSpawn; // 0x62
- public AuraApplication[] auras; // 0x68
- private bool[] myTalents; // 0x70
- public MotherBrain motherBrain; // 0x78
- private Database DB; // 0x80
- public Healthbar myHealthBar; // 0x88
- public float healthBarHeight; // 0x90
- public float sizeModifier; // 0x94
- public float parentedEffectSize; // 0x98
- public float slideMultiplier; // 0x9C
- public float baseMoveSpeed; // 0xA0
- public float fearMoveSpeed; // 0xA4
- public float baseSwingTimer; // 0xA8
- public float spawnSwingTimer; // 0xAC
- public float threatModifier; // 0xB0
- public int[] autoAttacks; // 0xB8
- public int[] specials; // 0xC0
- public int constantAction; // 0xC8
- public int victoryAction; // 0xCC
- public Vector2 enrageAction; // 0xD0
- private bool enrageActionTriggered; // 0xD8
- public float constantActionTimer; // 0xDC
- public float constantActionDelay; // 0xE0
- public int deathAction; // 0xE4
- public StatusAnimation[] statusAnimations; // 0xE8
- private float swingTimer; // 0xF0
- public ActionList actionList; // 0xF8
- public ActorState myState; // 0x100
- public Vector3 targetLocation; // 0x104
- public Actor myTarget; // 0x110
- public bool canTargetEnemies; // 0x118
- public bool canTargetAllies; // 0x119
- public bool silenceDisablesAutos; // 0x11A
- public bool immuneToCC; // 0x11B
- public bool isBoss; // 0x11C
- public bool isHero; // 0x11D
- public bool isHeroMinion; // 0x11E
- public bool movesRandomly; // 0x11F
- public bool melee; // 0x120
- public bool alwaysPreferBack; // 0x121
- public float meleeToggleRange; // 0x124
- public bool immobile; // 0x128
- public bool doesNotFlip; // 0x129
- public int myPlayerID; // 0x12C
- public Transform myTransform; // 0x130
- public Vector3 currentVector; // 0x138
- public bool controllable; // 0x144
- private int activeSpriteGroup; // 0x148
- private float blinkCounter; // 0x14C
- public SpriteGroup[] mySpriteGroups; // 0x150
- public float health; // 0x158
- public StatPack stats; // 0x160
- public itemID mainhand; // 0x168
- public int level; // 0x16C
- public int xp; // 0x170
- private float moveSpeed; // 0x174
- private int defaultLayer; // 0x178
- private float shadowOffsetSpecial; // 0x17C
- private float clampDelay; // 0x180
- private float flickerTimer; // 0x184
- private float regenTimer; // 0x188
- public bool isCCd; // 0x18C
- public Transform wiggleRoot; // 0x190
- public Vector3 slideVector; // 0x198
- public Vector3 wiggleVector; // 0x1A4
- private float frictionConstant; // 0x1B0
- private bool flicker; // 0x1B4
- public int currentAction; // 0x1B8
- public int currentActionStep; // 0x1BC
- public float currentActionTime; // 0x1C0
- private Vector3 savedPoint; // 0x1C4
- public Vector3[] randomPoints; // 0x1D0
- private int currentRandomPoint; // 0x1D8
- private float silhouetteFade; // 0x1DC
- private SpriteGroup silhouetteSpriteGroup; // 0x1E0
- private float suppressPositionSync; // 0x1E8
- private int totalTargetsHit; // 0x1EC
- private int totalMinionSac; // 0x1F0
- public int chargeAction; // 0x1F4
- private Vector3 leapVector; // 0x1F8
- private float leapTime; // 0x204
- private float storedDamage; // 0x208
- private bool freshKill; // 0x20C
- public PermanentAura permanentAura; // 0x210
- private float offsetCheckTimer; // 0x214
- private Actor cachedTarget; // 0x218
- private float counterCooldown; // 0x220
- public Actor queuedTarget; // 0x228
- public Transform myShadow; // 0x230
- public Transform myShadowSpecial; // 0x238
- public SpriteRenderer myShadowRend; // 0x240
- private Vector3 shadowOffset; // 0x248
- private bool shadowFade; // 0x254
- private float defaultShadowAlpha; // 0x258
- public Color targetColor; // 0x25C
- public Color actualColor; // 0x26C
- public float colorSpeed; // 0x27C
- private Vector3 queuedMoveCommand; // 0x280
- public Vector3 meleeOffset; // 0x28C
- private float timeSinceStateSync; // 0x298
- private Vector3 syncPosition; // 0x29C
- private Vector3 syncVector; // 0x2A8
- private float colorFlashTimer; // 0x2B4
- public bool activePull; // 0x2B8
- public int queuedSpecial; // 0x2BC
- public float suppressTime; // 0x2C0
- public float dimBackground; // 0x2C4
- public bool turnBlack; // 0x2C8
- public bool endingSequence; // 0x2C9
- // Methods
- public void .ctor(); // 0x10002949C
- private void calculateMoveSpeed(); // 0x100029708
- private void Awake(); // 0x100029F54
- public void Initialize(string statString, int newlevel, itemID newmainhand, string talentString); // 0x10002A644
- public void findHealthLinks(); // 0x10002A960
- private void InitializeRPC(string arrivingStats, int newlevel, itemID newmainhand, int thePlayerID, string talentString); // 0x10002AB40
- private void Update(); // 0x10002CF20
- private void clampPosition(); // 0x1000355F4
- private float calculateHaste(); // 0x100036914
- private void advanceSwingTimer(); // 0x100036E5C
- private void handleQueuedCommands(); // 0x100036EA8
- private void queueRandomTarget(); // 0x1000373B8
- private void clampTargetLocation(); // 0x100037E70
- private void handleAuraLinks(); // 0x1000381E4
- private void automation(); // 0x10002D150
- private float calculateSkillHaste(); // 0x100056644
- private void autoAcquireTarget(); // 0x100056090
- private void slidingAnimation(); // 0x100034BD0
- private string prepareAuraString(int whichActor, int whichAura, float auraMagnitude, float auraDuration); // 0x100056678
- private void startAction(int whichAction); // 0x1000569C4
- private void startActionWithRandomTarget(int whichAction, int actorID); // 0x100056CB4
- public void projectileAction(Effect sourceEffect); // 0x100057150
- public void projectilePathAction(Effect sourceEffect, Actor theVictim); // 0x1000573AC
- public void pulseAction(Effect sourceEffect, Vector3 effectPosition); // 0x1000575FC
- public void pulseCompletion(int newAction, Vector3 effectPosition); // 0x1000577B8
- public void forceTeleport(int whichActor, Vector3 forcePosition); // 0x100057820
- public void createSilhouette(); // 0x100057D94
- public void projectilePathHit(int newAction, int newTargetID, Vector3 effectID); // 0x1000581C4
- public void projectileCompletion(int newAction, int newTargetID, Vector3 effectID); // 0x1000583F8
- private float calculateDeflection(Actor whichTarget); // 0x10005873C
- public float considerMeleeSize(Actor theTarget); // 0x100056608
- private void executeAction(); // 0x100039CC0
- private void deployProjectile(int theAction, int theEffect, int availableEffect, float spawnOffset, Vector3 targetPos); // 0x10005EB08
- private void deployDrainProjectile(int theAction, int theEffect, int availableEffect, Vector3 targetPos); // 0x10005EEF0
- private float calculateLifedrain(float damageDealt, Actor theTarget); // 0x10005D958
- private bool calculateCrit(Actor theTarget); // 0x10005BF00
- private float calculateWeaponDamage(float multiplier, Actor theTarget, bool critRoll, bool ignoreArmor, bool skill); // 0x10005C868
- private float calculateHealPower(float multiplier, Actor theTarget, bool critRoll, bool skill); // 0x10005E230
- private string prepareHarmString(int whichActor, float howMuch, Vector3 pushVector, bool critRoll, float lifeDrain); // 0x10005DD74
- private string prepareHealString(int whichActor, float howMuch, bool critRoll); // 0x10005E4CC
- private void deflectCommand(int whichActor, float whichFacing, int attacker); // 0x10005F238
- private void deflect(float whichFacing, int attacker); // 0x10005F438
- private void tauntActors(string harmString); // 0x10005FCBC
- private void learnRandomPoints(string theString); // 0x10006029C
- private void harmActors(string harmString); // 0x1000604CC
- public void gainAura(int whichAura, float auraMagnitude, float auraDuration, int whoHitMe); // 0x100061498
- public void beTaunted(int whoHitMe); // 0x10005FFD0
- public void takeDamage(float howMuch, Vector3 pushVector, bool critRoll, int whoHitMe, bool split); // 0x1000388D4
- public void heal(float howMuch, bool critRoll, bool noGlow); // 0x100061304
- private void reexamineMeleeOffset(); // 0x100056020
- private void shadowAnimation(); // 0x100035A70
- public void animate(int newSpriteGroup, string startingClip); // 0x100055D90
- private void blink(); // 0x100035498
- public void flash(); // 0x100061E78
- private void animateColor(); // 0x1000350F8
- public void moveCommand(Vector3 newTargetLocation); // 0x100037274
- private void moveCommandRPC(Vector3 newTargetLocation); // 0x100061F1C
- public void targetCommand(Actor newTarget); // 0x100037040
- private void targetCommandRPC(int actorID, Vector3 preferredPosition); // 0x100061F84
- private void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info); // 0x100062228
- private void positionCorrection(); // 0x100034A30
- private Vector3 findBestMeleePosition(Actor theTarget, bool ignorePriority); // 0x100058BAC
- private void auraDecay(); // 0x100035E34
- public void spawnCommand(float posX, float posZ, float movePosX, float movePosZ, int spawnType, int targetID); // 0x1000624DC
- private void passiveRegen(); // 0x100055B3C
- private void resetAllCooldowns(); // 0x10005E784
- public bool isAlly(Actor whichActor); // 0x100037DEC
- public void netDestroy(); // 0x1000633D0
- }
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