Table of Contents

Class Sosig

Namespace
FistVR
Assembly
Assembly-CSharp.dll
public class Sosig : MonoBehaviour
Inheritance
Sosig

Constructors

Sosig()

public 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

AudEvent_FootSteps

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

public bool CanBeGrabbed

Field Value

bool

CanBeKnockedOut

public bool CanBeKnockedOut

Field Value

bool

CanBeSevered

public bool CanBeSevered

Field Value

bool

CanBeStabbed

public 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

public Rigidbody 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

public 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

public AIEntity 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

public bool 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
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

public float 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

public float 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

public float Speed_Crawl

Field Value

float

Speed_Run

public float Speed_Run

Field Value

float

Speed_Sneak

public float Speed_Sneak

Field Value

float

Speed_Turning

public float Speed_Turning

Field Value

float

Speed_Walk

public 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

public bool 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

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
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()

public void 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

CommandPathTo(List<Transform>, float, Vector2, float, SosigMoveSpeed, PathLoopType, List<Sosig>, float, float, bool, 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

CommandStaticShootat(Transform, float)

public void CommandStaticShootat(Transform targ, float MaxTimeShooting)

Parameters

targ Transform
MaxTimeShooting float

Configure(SosigConfigTemplate)

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()
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()

public void DumpDics()
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()

public int GetIFF()

Returns

int

GetOriginalIFFTeam()

public int GetOriginalIFFTeam()

Returns

int

HeadIconUpdate()

public void HeadIconUpdate()

Hobble(bool)

public void Hobble(bool isStarting)

Parameters

isStarting bool

InitHands()

public void InitHands()

IsPanicFiring()

public bool IsPanicFiring()

Returns

bool

IsTickingDownToClear()

public bool IsTickingDownToClear()

Returns

bool

KillSosig()

public void KillSosig()

KillSpeech()

public void KillSpeech()

KnockUnconscious(float)

public void KnockUnconscious(float amount)

Parameters

amount float

NeckBreak(bool)

public void NeckBreak(bool isStarting)

Parameters

isStarting bool
public void ProcessCollision(SosigLink l, Collision col)

Parameters

l SosigLink
col Collision
public void ProcessDamage(Damage d, SosigLink link)

Parameters

d Damage
link 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()
public void RequestHitDecal(Vector3 point, Vector3 normal, float scale, SosigLink l)

Parameters

point Vector3
normal Vector3
scale float
l 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
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
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()

public void Writhe()