Class Sosig
- Namespace
- FistVR
- Assembly
- Assembly-CSharp.dll
public class Sosig : MonoBehaviour
- Inheritance
-
Sosig
Constructors
Sosig()
Fields
Agent
public NavMeshAgent Agent
Field Value
- NavMeshAgent
AimTester
public GameObject AimTester
Field Value
- GameObject
AppliesDamageResistToIntegrityLoss
public bool AppliesDamageResistToIntegrityLoss
Field Value
- bool
AttachedPositionFudge
public float AttachedPositionFudge
Field Value
- float
AttachedPositionMultiplier
public float AttachedPositionMultiplier
Field Value
- float
AttachedRotationFudge
public float AttachedRotationFudge
Field Value
- float
AttachedRotationMultiplier
public float AttachedRotationMultiplier
Field Value
- float
public AudioEvent AudEvent_FootSteps
Field Value
- AudioEvent
BleedDamageMult
public float BleedDamageMult
Field Value
- float
BleedRateMult
public float BleedRateMult
Field Value
- float
BleedVFXIntensity
public float BleedVFXIntensity
Field Value
- float
BobSpeedMult
public float BobSpeedMult
Field Value
- float
BodyBobCurve_Horizontal
public AnimationCurve BodyBobCurve_Horizontal
Field Value
- AnimationCurve
BodyBobCurve_Vertical
public AnimationCurve BodyBobCurve_Vertical
Field Value
- AnimationCurve
BodyPose
public Sosig.SosigBodyPose BodyPose
Field Value
- Sosig.SosigBodyPose
BodyState
public Sosig.SosigBodyState BodyState
Field Value
- Sosig.SosigBodyState
CanBeGrabbed
Field Value
- bool
CanBeKnockedOut
public bool CanBeKnockedOut
Field Value
- bool
CanBeSevered
Field Value
- bool
CanBeStabbed
Field Value
- bool
CanBeSuppresed
public bool CanBeSuppresed
Field Value
- bool
CanPickup_Melee
public bool CanPickup_Melee
Field Value
- bool
CanPickup_Other
public bool CanPickup_Other
Field Value
- bool
CanPickup_Ranged
public bool CanPickup_Ranged
Field Value
- bool
CoreRB
Field Value
- Rigidbody
CoreTarget
public Transform CoreTarget
Field Value
- Transform
CorpseEntityPrefab
public GameObject CorpseEntityPrefab
Field Value
- GameObject
CurMat
public Sosig.MaterialType CurMat
Field Value
- Sosig.MaterialType
CurrentOrder
public Sosig.SosigOrder CurrentOrder
Field Value
- Sosig.SosigOrder
DamMult_Blunt
public float DamMult_Blunt
Field Value
- float
DamMult_Chilling
public float DamMult_Chilling
Field Value
- float
DamMult_Cutting
public float DamMult_Cutting
Field Value
- float
DamMult_EMP
Field Value
- float
DamMult_Explosive
public float DamMult_Explosive
Field Value
- float
DamMult_Melee
public float DamMult_Melee
Field Value
- float
DamMult_Piercing
public float DamMult_Piercing
Field Value
- float
DamMult_Projectile
public float DamMult_Projectile
Field Value
- float
DamMult_Thermal
public float DamMult_Thermal
Field Value
- float
DamageFX_Explosion
public GameObject DamageFX_Explosion
Field Value
- GameObject
DamageFX_LargeMustardBurst
public GameObject DamageFX_LargeMustardBurst
Field Value
- GameObject
DamageFX_MustardSpoutLarge
public GameObject DamageFX_MustardSpoutLarge
Field Value
- GameObject
DamageFX_MustardSpoutSmall
public GameObject DamageFX_MustardSpoutSmall
Field Value
- GameObject
DamageFX_SmallMustardBurst
public GameObject DamageFX_SmallMustardBurst
Field Value
- GameObject
DamageFX_Vaporize
public GameObject DamageFX_Vaporize
Field Value
- GameObject
DeParentOnSpawn
public Transform DeParentOnSpawn
Field Value
- Transform
DoesAggroOnFriendlyFire
public bool DoesAggroOnFriendlyFire
Field Value
- bool
DoesDropWeaponsOnBallistic
public bool DoesDropWeaponsOnBallistic
Field Value
- bool
E
Field Value
- AIEntity
EquipmentPickupDistance
public float EquipmentPickupDistance
Field Value
- float
FallbackOrder
public Sosig.SosigOrder FallbackOrder
Field Value
- Sosig.SosigOrder
FrozenMaterial
public Material FrozenMaterial
Field Value
- Material
GibLocalPoses
public Vector3[] GibLocalPoses
Field Value
- Vector3[]
GibMaterial
public Material GibMaterial
Field Value
- Material
GibPrefabs
public List<GameObject> GibPrefabs
Field Value
- List<GameObject>
Hand_Primary
public SosigHand Hand_Primary
Field Value
- SosigHand
Hand_Secondary
public SosigHand Hand_Secondary
Field Value
- SosigHand
Hands
public List<SosigHand> Hands
Field Value
- List<SosigHand>
HasABrain
Field Value
- bool
HeadIconState
public Sosig.SosigHeadIconState HeadIconState
Field Value
- Sosig.SosigHeadIconState
HeadIcons
public List<GameObject> HeadIcons
Field Value
- List<GameObject>
HipFiringVelocityThreshold
public float HipFiringVelocityThreshold
Field Value
- float
HitDecalPrefabs
public GameObject[] HitDecalPrefabs
Field Value
- GameObject[]
IgnoreRBs
public HashSet<Rigidbody> IgnoreRBs
Field Value
- HashSet<Rigidbody>
Inventory
public SosigInventory Inventory
Field Value
- SosigInventory
InvisMaterial
public Material InvisMaterial
Field Value
- Material
InvulnMaterial
public Material InvulnMaterial
Field Value
- Material
IsAllowedToSpeak
public bool IsAllowedToSpeak
Field Value
- bool
IsDebuggingPriority
public bool IsDebuggingPriority
Field Value
- bool
LM_SearchForWeapons
public LayerMask LM_SearchForWeapons
Field Value
- LayerMask
Links
public List<SosigLink> Links
Field Value
- List<SosigLink>
MaxBobIntensityHorizontal
public float MaxBobIntensityHorizontal
Field Value
- float
MaxBobIntensityVertical
public float MaxBobIntensityVertical
Field Value
- float
MaxDecalsPerFrame
public int MaxDecalsPerFrame
Field Value
- int
MaxFOV
Field Value
- float
MaxHearingRange
public float MaxHearingRange
Field Value
- float
MaxSightRange
public float MaxSightRange
Field Value
- float
MaxTotalDecals
public int MaxTotalDecals
Field Value
- int
Meshes
public MeshFilter[] Meshes
Field Value
- MeshFilter[]
Meshes_Severed_Both
public Mesh[] Meshes_Severed_Both
Field Value
- Mesh[]
Meshes_Severed_Bottom
public Mesh[] Meshes_Severed_Bottom
Field Value
- Mesh[]
Meshes_Severed_Top
public Mesh[] Meshes_Severed_Top
Field Value
- Mesh[]
Meshes_Whole
public Mesh[] Meshes_Whole
Field Value
- Mesh[]
MoveSpeed
public Sosig.SosigMoveSpeed MoveSpeed
Field Value
- Sosig.SosigMoveSpeed
MovementRotMagnitude
public float MovementRotMagnitude
Field Value
- float
MovementState
public Sosig.SosigMovementState MovementState
Field Value
- Sosig.SosigMovementState
Mustard
Field Value
- float
ObjectUsageFocus
public Sosig.SosigObjectUsageFocus ObjectUsageFocus
Field Value
- Sosig.SosigObjectUsageFocus
Pose_Crouching
public Transform Pose_Crouching
Field Value
- Transform
Pose_Prone
public Transform Pose_Prone
Field Value
- Transform
Pose_Standing
public Transform Pose_Standing
Field Value
- Transform
Priority
public SosigTargetPrioritySystem Priority
Field Value
- SosigTargetPrioritySystem
PriorityTesterRay
public Transform PriorityTesterRay
Field Value
- Transform
RegistersPassiveThreats
public bool RegistersPassiveThreats
Field Value
- bool
Renderers
public Renderer[] Renderers
Field Value
- Renderer[]
SearchExtentsModifier
public float SearchExtentsModifier
Field Value
- float
ShudderThreshold
public float ShudderThreshold
Field Value
- float
Speech
public SosigSpeechSet Speech
Field Value
- SosigSpeechSet
Speed_Crawl
Field Value
- float
Speed_Run
Field Value
- float
Speed_Sneak
Field Value
- float
Speed_Turning
public float Speed_Turning
Field Value
- float
Speed_Walk
Field Value
- float
StateFOVMults
public Vector3 StateFOVMults
Field Value
- Vector3
StateHearingRangeMults
public Vector3 StateHearingRangeMults
Field Value
- Vector3
StateSightRangeMults
public Vector3 StateSightRangeMults
Field Value
- Vector3
SuppressionMult
public float SuppressionMult
Field Value
- float
TestingSosigTemplate
public SosigConfigTemplate TestingSosigTemplate
Field Value
- SosigConfigTemplate
UsesGibs
Field Value
- bool
UsesLinkMeshOverride
public bool UsesLinkMeshOverride
Field Value
- bool
VaporizeMaterial
public Material VaporizeMaterial
Field Value
- Material
m_confusedTime
public float m_confusedTime
Field Value
- float
m_stunTimeLeft
public float m_stunTimeLeft
Field Value
- float
m_tickDownToNextStateSpeech
public float m_tickDownToNextStateSpeech
Field Value
- float
m_tickDownToPainSpeechAvailability
public float m_tickDownToPainSpeechAvailability
Field Value
- float
Properties
AlertnessLevel
public float AlertnessLevel { get; }
Property Value
- float
BuffIntensity_CyclopsPower
public float BuffIntensity_CyclopsPower { get; }
Property Value
- float
BuffIntensity_DamPowerUpDown
public float BuffIntensity_DamPowerUpDown { get; }
Property Value
- float
BuffIntensity_DamResistHarm
public float BuffIntensity_DamResistHarm { get; }
Property Value
- float
BuffIntensity_HealHarm
public float BuffIntensity_HealHarm { get; }
Property Value
- float
BuffIntensity_MuscleMeatWeak
public float BuffIntensity_MuscleMeatWeak { get; }
Property Value
- float
IsAmmoDrain
public bool IsAmmoDrain { get; }
Property Value
- bool
IsBiClops
public bool IsBiClops { get; }
Property Value
- bool
IsBlinded
public bool IsBlinded { get; }
Property Value
- bool
IsBlort
public bool IsBlort { get; }
Property Value
- bool
IsConfused
public bool IsConfused { get; }
Property Value
- bool
IsCyclops
public bool IsCyclops { get; }
Property Value
- bool
IsDamMult
public bool IsDamMult { get; }
Property Value
- bool
IsDamPowerDown
public bool IsDamPowerDown { get; }
Property Value
- bool
IsDamResist
public bool IsDamResist { get; }
Property Value
- bool
IsDebuff
public bool IsDebuff { get; }
Property Value
- bool
IsDlort
public bool IsDlort { get; }
Property Value
- bool
IsFragile
public bool IsFragile { get; }
Property Value
- bool
IsFrozen
public bool IsFrozen { get; }
Property Value
- bool
IsGhosted
public bool IsGhosted { get; }
Property Value
- bool
IsHealing
public bool IsHealing { get; }
Property Value
- bool
IsHurting
public bool IsHurting { get; }
Property Value
- bool
IsInfiniteAmmo
public bool IsInfiniteAmmo { get; }
Property Value
- bool
IsInvuln
public bool IsInvuln { get; }
Property Value
- bool
IsMuscleMeat
public bool IsMuscleMeat { get; }
Property Value
- bool
IsSpeedUp
public bool IsSpeedUp { get; }
Property Value
- bool
IsStunned
public bool IsStunned { get; }
Property Value
- bool
IsSuperVisible
public bool IsSuperVisible { get; }
Property Value
- bool
IsUnconscious
public bool IsUnconscious { get; }
Property Value
- bool
IsWeakMeat
public bool IsWeakMeat { get; }
Property Value
- bool
SuppressionLevel
public float SuppressionLevel { get; }
Property Value
- float
isDamPowerUp
public bool isDamPowerUp { get; }
Property Value
- bool
Methods
AccurueBleedingHit(SosigLink, Vector3, Vector3, float)
public void AccurueBleedingHit(SosigLink l, Vector3 point, Vector3 dir, float bloodAmount)
Parameters
l
SosigLink
point
Vector3
dir
Vector3
bloodAmount
float
ActivatePower(PowerupType, PowerUpIntensity, PowerUpDuration, bool, bool)
public void ActivatePower(PowerupType type, PowerUpIntensity intensity, PowerUpDuration d, bool isPuke, bool isInverted)
Parameters
type
PowerupType
intensity
PowerUpIntensity
d
PowerUpDuration
isPuke
bool
isInverted
bool
AmIOutOfRange(float)
public bool AmIOutOfRange(float distance)
Parameters
distance
float
Returns
- bool
Blind(float)
public void Blind(float f)
Parameters
f
float
BreakBack(bool)
public void BreakBack(bool isStarting)
Parameters
isStarting
bool
BreakJoint(SosigLink, bool, DamageClass)
public void BreakJoint(SosigLink link, bool isStart, Damage.DamageClass damClass)
Parameters
link
SosigLink
isStart
bool
damClass
Damage.DamageClass
BuffDamResist_Engage(float, float)
public void BuffDamResist_Engage(float minTime, float resistHarm)
Parameters
minTime
float
resistHarm
float
BuffHealing_Engage(float, float)
public void BuffHealing_Engage(float minTime, float healharm)
Parameters
minTime
float
healharm
float
BuffHealing_Invis(float)
public void BuffHealing_Invis(float minTime)
Parameters
minTime
float
BuffInvuln_Engage(float)
public void BuffInvuln_Engage(float minTime)
Parameters
minTime
float
CanCurrentlyBeHeld()
public bool CanCurrentlyBeHeld()
Returns
- bool
CanSpeakState()
public bool CanSpeakState()
Returns
- bool
ClearSosig()
CommandAssaultPoint(Vector3)
public void CommandAssaultPoint(Vector3 point)
Parameters
point
Vector3
CommandGuardPoint(Vector3, bool)
public void CommandGuardPoint(Vector3 point, bool hardguard)
Parameters
point
Vector3
hardguard
bool
CommandIdle(Vector3, Vector3)
public void CommandIdle(Vector3 point, Vector3 dominantDir)
Parameters
point
Vector3
dominantDir
Vector3
CommandMeleeAttack(Vector3, float)
public void CommandMeleeAttack(Vector3 position, float MaxAttackTime)
Parameters
position
Vector3
MaxAttackTime
float
public void CommandPathTo(List<Transform> points, float PointNoise, Vector2 PointLingerRange, float PointTolerance, Sosig.SosigMoveSpeed MaxSpeed, Sosig.PathLoopType LoopType, List<Sosig> PathWith, float LookLerpRange, float LookCycleSpeed, bool IsPatrol, float pathSkirmishThreshold)
Parameters
points
List<Transform>
PointNoise
float
PointLingerRange
Vector2
PointTolerance
float
MaxSpeed
Sosig.SosigMoveSpeed
LoopType
Sosig.PathLoopType
PathWith
List<Sosig>
LookLerpRange
float
LookCycleSpeed
float
IsPatrol
bool
pathSkirmishThreshold
float
CommandPathTo(List<Vector3>, List<Vector3>, float, Vector2, float, SosigMoveSpeed, PathLoopType, List<Sosig>, float, float, bool, float)
public void CommandPathTo(List<Vector3> PathPoints, List<Vector3> PathDirs, float PointNoise, Vector2 PointLingerRange, float PointTolerance, Sosig.SosigMoveSpeed MaxSpeed, Sosig.PathLoopType LoopType, List<Sosig> PathWith, float LookLerpRange, float LookCycleSpeed, bool IsPatrol, float pathSkirmishThreshold)
Parameters
PathPoints
List<Vector3>
PathDirs
List<Vector3>
PointNoise
float
PointLingerRange
Vector2
PointTolerance
float
MaxSpeed
Sosig.SosigMoveSpeed
LoopType
Sosig.PathLoopType
PathWith
List<Sosig>
LookLerpRange
float
LookCycleSpeed
float
IsPatrol
bool
pathSkirmishThreshold
float
public void CommandStaticShootat(Transform targ, float MaxTimeShooting)
Parameters
targ
Transform
MaxTimeShooting
float
public void Configure(SosigConfigTemplate t)
Parameters
t
SosigConfigTemplate
Confuse(float)
public void Confuse(float f)
Parameters
f
float
DeSpawnSosig()
public void DeSpawnSosig()
DelayedKnockout(float, float)
public void DelayedKnockout(float amount, float knockoutTime)
Parameters
amount
float
knockoutTime
float
DestroyAllHeldObjects()
public void DestroyAllHeldObjects()
DestroyLink(SosigLink, DamageClass)
public void DestroyLink(SosigLink link, Damage.DamageClass damClass)
Parameters
link
SosigLink
damClass
Damage.DamageClass
DistanceFromCoreTarget()
public float DistanceFromCoreTarget()
Returns
- float
DoIHaveAGun()
public bool DoIHaveAGun()
Returns
- bool
DoIHaveAMeleeWeapon()
public bool DoIHaveAMeleeWeapon()
Returns
- bool
DoIHaveKeyFor(int)
public bool DoIHaveKeyFor(int i)
Parameters
i
int
Returns
- bool
DumpDics()
EndLink(bool)
public void EndLink(bool success)
Parameters
success
bool
EventReceive(AIEvent)
public void EventReceive(AIEvent e)
Parameters
e
AIEvent
ForceEquip(SosigWeapon)
public bool ForceEquip(SosigWeapon w)
Parameters
w
SosigWeapon
Returns
- bool
GetAssaultPoint()
public Vector3 GetAssaultPoint()
Returns
- Vector3
GetDiedFromClass()
public Damage.DamageClass GetDiedFromClass()
Returns
- Damage.DamageClass
GetDiedFromHeadShot()
public bool GetDiedFromHeadShot()
Returns
- bool
GetDiedFromIFF()
public int GetDiedFromIFF()
Returns
- int
GetDiedFromType()
public Sosig.SosigDeathType GetDiedFromType()
Returns
- Sosig.SosigDeathType
GetEntity()
public AIEntity GetEntity()
Returns
- AIEntity
GetGuardDir()
public Vector3 GetGuardDir()
Returns
- Vector3
GetGuardPoint()
public Vector3 GetGuardPoint()
Returns
- Vector3
GetIFF()
Returns
- int
GetOriginalIFFTeam()
public int GetOriginalIFFTeam()
Returns
- int
HeadIconUpdate()
public void HeadIconUpdate()
Hobble(bool)
public void Hobble(bool isStarting)
Parameters
isStarting
bool
InitHands()
IsPanicFiring()
public bool IsPanicFiring()
Returns
- bool
IsTickingDownToClear()
public bool IsTickingDownToClear()
Returns
- bool
KillSosig()
KillSpeech()
KnockUnconscious(float)
public void KnockUnconscious(float amount)
Parameters
amount
float
NeckBreak(bool)
public void NeckBreak(bool isStarting)
Parameters
isStarting
bool
ProcessCollision(SosigLink, Collision)
public void ProcessCollision(SosigLink l, Collision col)
Parameters
l
SosigLink
col
Collision
ProcessDamage(Damage, SosigLink)
public void ProcessDamage(Damage d, SosigLink link)
Parameters
d
Damage
link
SosigLink
ProcessDamage(float, float, float, float, Vector3, SosigLink)
public void ProcessDamage(float damage_p, float damage_c, float damage_b, float damage_t, Vector3 point, SosigLink link)
Parameters
damage_p
float
damage_c
float
damage_b
float
damage_t
float
point
Vector3
link
SosigLink
RemoveSelfFromPathWiths()
public void RemoveSelfFromPathWiths()
RequestHitDecal(Vector3, Vector3, float, SosigLink)
public void RequestHitDecal(Vector3 point, Vector3 normal, float scale, SosigLink l)
Parameters
point
Vector3
normal
Vector3
scale
float
l
SosigLink
RequestHitDecal(Vector3, Vector3, Vector3, float, SosigLink)
public void RequestHitDecal(Vector3 point, Vector3 normal, Vector3 edgeNormal, float scale, SosigLink l)
Parameters
point
Vector3
normal
Vector3
edgeNormal
Vector3
scale
float
l
SosigLink
SetAssaultPointOverrideDistance(float)
public void SetAssaultPointOverrideDistance(float f)
Parameters
f
float
SetAssaultSpeed(SosigMoveSpeed)
public void SetAssaultSpeed(Sosig.SosigMoveSpeed speed)
Parameters
speed
Sosig.SosigMoveSpeed
SetCurrentOrder(SosigOrder)
public void SetCurrentOrder(Sosig.SosigOrder o)
Parameters
o
Sosig.SosigOrder
SetDominantGuardDirection(Vector3)
public void SetDominantGuardDirection(Vector3 v)
Parameters
v
Vector3
SetFrozenMaterial(Material)
public void SetFrozenMaterial(Material m)
Parameters
m
Material
SetGibPoses()
public void SetGibPoses()
SetGuardInvestigateDistanceThreshold(float)
public void SetGuardInvestigateDistanceThreshold(float d)
Parameters
d
float
SetHeadIcon(SosigHeadIconState)
public void SetHeadIcon(Sosig.SosigHeadIconState state)
Parameters
state
Sosig.SosigHeadIconState
SetIFF(int)
public void SetIFF(int i)
Parameters
i
int
SetInvisMaterial(Material)
public void SetInvisMaterial(Material m)
Parameters
m
Material
SetInvulnMaterial(Material)
public void SetInvulnMaterial(Material m)
Parameters
m
Material
SetLastIFFDamageSource(int)
public void SetLastIFFDamageSource(int iff)
Parameters
iff
int
SetOriginalIFFTeam(int)
public void SetOriginalIFFTeam(int i)
Parameters
i
int
SetVaporizeMaterial(Material)
public void SetVaporizeMaterial(Material m)
Parameters
m
Material
SeverJoint(SosigLink, bool, DamageClass, bool)
public void SeverJoint(SosigLink link, bool isJointSlice, Damage.DamageClass damClass, bool isPullApart)
Parameters
link
SosigLink
isJointSlice
bool
damClass
Damage.DamageClass
isPullApart
bool
Shudder(float)
public void Shudder(float amount)
Parameters
amount
float
SosigDies(DamageClass, SosigDeathType)
public void SosigDies(Damage.DamageClass damClass, Sosig.SosigDeathType deathType)
Parameters
damClass
Damage.DamageClass
deathType
Sosig.SosigDeathType
SpawnLargeMustardBurst(Vector3, Vector3)
public void SpawnLargeMustardBurst(Vector3 point, Vector3 dir)
Parameters
point
Vector3
dir
Vector3
Stagger(float)
public void Stagger(float f)
Parameters
f
float
Stun(float)
public void Stun(float f)
Parameters
f
float
SuppresionEvent(Vector3, Vector3, int, float, float)
public void SuppresionEvent(Vector3 pos, Vector3 dir, int IFF, float intensity, float range)
Parameters
pos
Vector3
dir
Vector3
IFF
int
intensity
float
range
float
TeleportSosig(Vector3)
public void TeleportSosig(Vector3 point)
Parameters
point
Vector3
TickDownToClear(float)
public void TickDownToClear(float f)
Parameters
f
float
UpdateAssaultPoint(Vector3)
public void UpdateAssaultPoint(Vector3 point)
Parameters
point
Vector3
UpdateGuardPoint(Vector3)
public void UpdateGuardPoint(Vector3 point)
Parameters
point
Vector3
UpdateIdlePoint(Vector3)
public void UpdateIdlePoint(Vector3 point)
Parameters
point
Vector3
UpdateRendererOnLink(int)
public void UpdateRendererOnLink(int i)
Parameters
i
int
UpdateStaticMeleeAttackPoint(Vector3)
public void UpdateStaticMeleeAttackPoint(Vector3 point)
Parameters
point
Vector3
Vaporize(GameObject, int)
public void Vaporize(GameObject PSystemPrefab_Lightning, int iff)
Parameters
PSystemPrefab_Lightning
GameObject
iff
int
Writhe()