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Help! Function link

snakcodez

Rookie
// RVA: 0x1A28544 Offset: 0x1A28544 VA: 0x1A28544
public float get_m_damage() { }
This function sets the damage to both my opponents and the damage I receive. How to hook the function to set only damage to opponents?

Class:
// Namespace:
public class Weapon : MonoBehaviour, IPlayerAvatarItemIdentity // TypeDefIndex: 9742
{
// Fields
[HideInInspector] // RVA: 0x11E99EC Offset: 0x11E99EC VA: 0x11E99EC
public ObscuredFloat m_bulletLoaded; // 0x18
public bool isPrimary; // 0x30
public bool isSniper; // 0x31
public bool isShotgun; // 0x32
public bool isAutoShotgun; // 0x33
public bool isSMG; // 0x34
public bool isSideArm; // 0x35
public bool isMelee; // 0x36
public bool isADSGun; // 0x37
public string m_DisplayName; // 0x38
public string m_ShortName; // 0x40
public int MaxWeaponLevel; // 0x48
public bool isInGame; // 0x4C
public bool isInStore; // 0x4D
public int armPositionAnimParam; // 0x50
public int m_CurrentLevel; // 0x54
public string WeaponModelPrefabName; // 0x58
public bool m_hasLeftMesh; // 0x60
public GameObject m_weaponObjectLeft; // 0x68
public List<WeaponAttributes> m_Upgrades; // 0x70
public string RPC_ID; // 0x78
public bool modEnabled; // 0x80
public bool m_hasLauncher; // 0x81
public bool m_hasDualWield; // 0x82
public bool m_hasKnife; // 0x83
public bool m_hasScopeFire; // 0x84
public bool modelHasScope; // 0x85
public bool sniperAutoFire; // 0x86
public string spriteIconName; // 0x88
public string modSpriteIconName; // 0x90
public int m_weaponId; // 0x98
public float m_fov; // 0x9C
public AudioClip m_fireSound; // 0xA0
public AudioClip m_secondaryFireSound; // 0xA8
public AudioClip m_equipSound; // 0xB0
public AudioClip m_reloadSound; // 0xB8
public Weapon.WeaponSound m_reloadSingleSound; // 0xC0
public Weapon.WeaponSound m_reloadEndSound; // 0xD0
public AudioClip m_zoominSound; // 0xE0
public Vector3 m_offset; // 0xE8
public Vector3 m_rotationOffset; // 0xF4
public Vector3 m_charPos; // 0x100
public Vector3 m_charRot; // 0x10C
public Vector3 m_charScale; // 0x118
public Vector3 m_charPos_ADS; // 0x124
public Vector3 m_charRot_ADS; // 0x130
public Vector3 m_charScale_ADS; // 0x13C
[HideInInspector] // RVA: 0x11E99FC Offset: 0x11E99FC VA: 0x11E99FC
public Transform m_parent; // 0x148
[HideInInspector] // RVA: 0x11E9A0C Offset: 0x11E9A0C VA: 0x11E9A0C
public GameObject m_root; // 0x150
public ParticleSystem m_bulletReloadFx; // 0x158
public ParticleSystem m_shotgunFx; // 0x160
public Sniper m_sniperScript; // 0x168
public GameObject m_muzzleObject; // 0x170
public MeshRenderer m_muzzleRend; // 0x178
public Animator m_muzzleAnim; // 0x180
public Animator m_weaponAnim; // 0x188
public MeshRenderer[] m_gunMeshRenderers; // 0x190
public SkinnedMeshRenderer[] m_gunSkinRenderers; // 0x198
private bool m_reloading; // 0x1A0
private bool m_inspecting; // 0x1A1
private bool m_visible; // 0x1A2
public GameObject m_underbarrel; // 0x1A8
public int m_underbarrelID; // 0x1B0
public Vector3 m_killScreenScale; // 0x1B4
public Vector3 m_killScreenPos; // 0x1C0
private static string m_fpstring; // 0x0
public static Dictionary<string, string> WeaponIconMapping; // 0x8
private Weapon _weaponScript_l; // 0x1D0
private SortedDictionary<int, float> _DamageRanges; // 0x1D8
private ObscuredFloat _Damage; // 0x1E0
private ObscuredInt _BulletsToFire; // 0x1F8
private ObscuredInt _PelletsToFire; // 0x20C
private ObscuredFloat _HeadMultiplier; // 0x220
private float _TorsoMultiplier; // 0x238
private float _LegMultiplier; // 0x23C
private float _ArmorPiercingMultiplier; // 0x240
private ObscuredFloat _Range; // 0x244
private float _AccuracyRange; // 0x25C
private float _AccuracyMultiplier; // 0x260
private float _OutofRangeMultiplier; // 0x264
private ObscuredFloat _FireRate; // 0x268
private float _ReloadTime; // 0x280
private float _SwitchTime; // 0x284
private ObscuredFloat _ClipSize; // 0x288
private float _InitialBullets; // 0x2A0
public ObscuredFloat m_totalBullets; // 0x2A4
private float _Accuracy; // 0x2BC
private float _MobilityMultiplier; // 0x2C0
private float _AdsMobilityMultiplier; // 0x2C4
private float _RecoilX; // 0x2C8
private float _RecoilY; // 0x2CC
private float _RecoilXMax; // 0x2D0
private float _RecoilYMax; // 0x2D4
private float _RecoilTime; // 0x2D8
private float _RecoilDecay; // 0x2DC
private float _RecoilDecayMax; // 0x2E0
private float _RecoilCrouch; // 0x2E4
private float _RecoilJump; // 0x2E8
private float _RecoilMove; // 0x2EC
private float _SpreadAngle; // 0x2F0
private float _SpreadMinIdle; // 0x2F4
private float _SpreadMinMove; // 0x2F8
private float _SpreadMinCrouch; // 0x2FC
private float _SpreadMinJump; // 0x300
private float _SpreadMax; // 0x304
private float _SpreadDecay; // 0x308
private float _SpreadDecayMax; // 0x30C
private float _SpreadCrouch; // 0x310
private float _SpreadJump; // 0x314
private float _SpreadMove; // 0x318
private bool _spreadModify; // 0x31C
private float _NadeThrowForce; // 0x320
private float _NadeThrowAngle; // 0x324
private float _NadeDamageMultiplier; // 0x328
private float _NadeBlastRange; // 0x32C
private float _NadeMaxDamageRange; // 0x330
private float _ShotDelay; // 0x334
private float _MeleeRange; // 0x338
private SkinnedMeshRenderer m_skinnedMeshRenderer; // 0x340
private MeshRenderer m_meshRenderer; // 0x348
private PlayerAvatarItem m_playerAvatarItem; // 0x350

// Methods

// RVA: 0x1A26A04 Offset: 0x1A26A04 VA: 0x1A26A04
private void Awake() { }

// RVA: 0x1A26BD0 Offset: 0x1A26BD0 VA: 0x1A26BD0
private void Start() { }

// RVA: 0x1A26DEC Offset: 0x1A26DEC VA: 0x1A26DEC
private void OnDestroy() { }

// RVA: 0x1A26A08 Offset: 0x1A26A08 VA: 0x1A26A08
public void Reset() { }

// RVA: 0x1A26EA0 Offset: 0x1A26EA0 VA: 0x1A26EA0
public void ZoomIn() { }

// RVA: 0x1A26F34 Offset: 0x1A26F34 VA: 0x1A26F34
public void ZoomOut() { }

// RVA: 0x1A26FC8 Offset: 0x1A26FC8 VA: 0x1A26FC8
public bool isZoomedIn() { }

// RVA: 0x1A26FE4 Offset: 0x1A26FE4 VA: 0x1A26FE4
public void BotReloadStart() { }

// RVA: 0x1A27088 Offset: 0x1A27088 VA: 0x1A27088
public void CancelReload() { }

// RVA: 0x1A271A0 Offset: 0x1A271A0 VA: 0x1A271A0
public bool IsReloading() { }

// RVA: 0x1A271A8 Offset: 0x1A271A8 VA: 0x1A271A8
public bool IsInspecting() { }

// RVA: 0x1A271B0 Offset: 0x1A271B0 VA: 0x1A271B0
public bool CanInspect() { }

// RVA: 0x1A271FC Offset: 0x1A271FC VA: 0x1A271FC
public bool NoAmmo() { }

// RVA: 0x1A272A0 Offset: 0x1A272A0 VA: 0x1A272A0
public void ReloadStart() { }

// RVA: 0x1A274D8 Offset: 0x1A274D8 VA: 0x1A274D8
public void PlayReloadSound(Weapon.SoundType type = 0) { }

// RVA: 0x1A27800 Offset: 0x1A27800 VA: 0x1A27800
public void SwapIn(float time_) { }

// RVA: 0x1A27930 Offset: 0x1A27930 VA: 0x1A27930
public void InspectWeapon(bool value) { }

// RVA: 0x1A279E8 Offset: 0x1A279E8 VA: 0x1A279E8
public bool CanFire() { }

// RVA: 0x1A27AB0 Offset: 0x1A27AB0 VA: 0x1A27AB0
public bool CanReload() { }

// RVA: 0x1A27BF8 Offset: 0x1A27BF8 VA: 0x1A27BF8
public bool isLoaded() { }

// RVA: 0x1A27CD0 Offset: 0x1A27CD0 VA: 0x1A27CD0
public void SetVisible(bool val_) { }

// RVA: 0x1A27E48 Offset: 0x1A27E48 VA: 0x1A27E48
public void Fire(bool playfx_, bool alt_, int bulletsUsed = 1) { }

// RVA: 0x1A28134 Offset: 0x1A28134 VA: 0x1A28134
public void PlaySpecialFire(bool playfx_, int type) { }

// RVA: 0x1A28380 Offset: 0x1A28380 VA: 0x1A28380
public void ResetScale() { }

// RVA: 0x1A28448 Offset: 0x1A28448 VA: 0x1A28448
public void FillClip() { }

// RVA: 0x1A28514 Offset: 0x1A28514 VA: 0x1A28514
public Weapon get_m_weaponScript_l() { }

// RVA: 0x1A2851C Offset: 0x1A2851C VA: 0x1A2851C
public void set_m_weaponScript_l(Weapon value) { }

// RVA: 0x1A2852C Offset: 0x1A2852C VA: 0x1A2852C
public SortedDictionary<int, float> get_m_damageRanges() { }

// RVA: 0x1A28534 Offset: 0x1A28534 VA: 0x1A28534
public void set_m_damageRanges(SortedDictionary<int, float> value) { }

// RVA: 0x1A28544 Offset: 0x1A28544 VA: 0x1A28544
public float get_m_damage() { }

// RVA: 0x1A285D8 Offset: 0x1A285D8 VA: 0x1A285D8
public void set_m_damage(float value) { }

// RVA: 0x1A28674 Offset: 0x1A28674 VA: 0x1A28674
public int get_m_bulletsToFire() { }

// RVA: 0x1A2870C Offset: 0x1A2870C VA: 0x1A2870C
public void set_m_bulletsToFire(int value) { }

// RVA: 0x1A287AC Offset: 0x1A287AC VA: 0x1A287AC
public int get_m_pelletsToFire() { }

// RVA: 0x1A28844 Offset: 0x1A28844 VA: 0x1A28844
public void set_m_pelletsToFire(int value) { }

// RVA: 0x1A288E4 Offset: 0x1A288E4 VA: 0x1A288E4
public float get_m_headMultiplier() { }

// RVA: 0x1A28978 Offset: 0x1A28978 VA: 0x1A28978
public void set_m_headMultiplier(float value) { }

// RVA: 0x1A28A14 Offset: 0x1A28A14 VA: 0x1A28A14
public float get_m_torsoMultiplier() { }

// RVA: 0x1A28A1C Offset: 0x1A28A1C VA: 0x1A28A1C
public void set_m_torsoMultiplier(float value) { }

// RVA: 0x1A28A2C Offset: 0x1A28A2C VA: 0x1A28A2C
public float get_m_legMultiplier() { }

// RVA: 0x1A28A34 Offset: 0x1A28A34 VA: 0x1A28A34
public void set_m_legMultiplier(float value) { }

// RVA: 0x1A28A44 Offset: 0x1A28A44 VA: 0x1A28A44
public float get_m_armorPiercingMultiplier() { }

// RVA: 0x1A28A4C Offset: 0x1A28A4C VA: 0x1A28A4C
public void set_m_armorPiercingMultiplier(float value) { }

// RVA: 0x1A28A5C Offset: 0x1A28A5C VA: 0x1A28A5C
public ObscuredFloat get_m_range() { }

// RVA: 0x1A28A78 Offset: 0x1A28A78 VA: 0x1A28A78
public void set_m_range(ObscuredFloat value) { }

// RVA: 0x1A28A9C Offset: 0x1A28A9C VA: 0x1A28A9C
public float get_m_accuracyRange() { }

// RVA: 0x1A28AA4 Offset: 0x1A28AA4 VA: 0x1A28AA4
public void set_m_accuracyRange(float value) { }

// RVA: 0x1A28AB4 Offset: 0x1A28AB4 VA: 0x1A28AB4
public float get_m_accuracyMultiplier() { }

// RVA: 0x1A28ABC Offset: 0x1A28ABC VA: 0x1A28ABC
public void set_m_accuracyMultiplier(float value) { }

// RVA: 0x1A28ACC Offset: 0x1A28ACC VA: 0x1A28ACC
public float get_m_outofRangeMultiplier() { }

// RVA: 0x1A28AD4 Offset: 0x1A28AD4 VA: 0x1A28AD4
public void set_m_outofRangeMultiplier(float value) { }

// RVA: 0x1A28AE4 Offset: 0x1A28AE4 VA: 0x1A28AE4
public ObscuredFloat get_m_fireRate() { }

// RVA: 0x1A28AFC Offset: 0x1A28AFC VA: 0x1A28AFC
public void set_m_fireRate(ObscuredFloat value) { }

// RVA: 0x1A28B1C Offset: 0x1A28B1C VA: 0x1A28B1C
public float get_m_reloadTime() { }

// RVA: 0x1A28B24 Offset: 0x1A28B24 VA: 0x1A28B24
public void set_m_reloadTime(float value) { }

// RVA: 0x1A28B34 Offset: 0x1A28B34 VA: 0x1A28B34
public float get_m_switchTime() { }

// RVA: 0x1A28B3C Offset: 0x1A28B3C VA: 0x1A28B3C
public void set_m_switchTime(float value) { }

// RVA: 0x1A28B4C Offset: 0x1A28B4C VA: 0x1A28B4C
public ObscuredFloat get_m_clipSize() { }

// RVA: 0x1A28B64 Offset: 0x1A28B64 VA: 0x1A28B64
public void set_m_clipSize(ObscuredFloat value) { }

// RVA: 0x1A28B84 Offset: 0x1A28B84 VA: 0x1A28B84
public float get_m_initialBullets() { }

// RVA: 0x1A28B8C Offset: 0x1A28B8C VA: 0x1A28B8C
public void set_m_initialBullets(float value) { }

// RVA: 0x1A28B9C Offset: 0x1A28B9C VA: 0x1A28B9C
public float get_m_accuracy() { }

// RVA: 0x1A28BA4 Offset: 0x1A28BA4 VA: 0x1A28BA4
public void set_m_accuracy(float value) { }

// RVA: 0x1A28BB4 Offset: 0x1A28BB4 VA: 0x1A28BB4
public float get_m_MobilityMultiplier() { }

// RVA: 0x1A28BBC Offset: 0x1A28BBC VA: 0x1A28BBC
public void set_m_MobilityMultiplier(float value) { }

// RVA: 0x1A28BCC Offset: 0x1A28BCC VA: 0x1A28BCC
public float get_m_AdsMobilityMultiplier() { }

// RVA: 0x1A28BD4 Offset: 0x1A28BD4 VA: 0x1A28BD4
public void set_m_AdsMobilityMultiplier(float value) { }

// RVA: 0x1A28BE4 Offset: 0x1A28BE4 VA: 0x1A28BE4
public float get_m_recoilX() { }

// RVA: 0x1A28BEC Offset: 0x1A28BEC VA: 0x1A28BEC
public void set_m_recoilX(float value) { }

// RVA: 0x1A28BFC Offset: 0x1A28BFC VA: 0x1A28BFC
public float get_m_recoilY() { }

// RVA: 0x1A28C04 Offset: 0x1A28C04 VA: 0x1A28C04
public void set_m_recoilY(float value) { }

// RVA: 0x1A28C14 Offset: 0x1A28C14 VA: 0x1A28C14
public float get_m_recoilXMax() { }

// RVA: 0x1A28C1C Offset: 0x1A28C1C VA: 0x1A28C1C
public void set_m_recoilXMax(float value) { }

// RVA: 0x1A28C2C Offset: 0x1A28C2C VA: 0x1A28C2C
public float get_m_recoilYMax() { }

// RVA: 0x1A28C34 Offset: 0x1A28C34 VA: 0x1A28C34
public void set_m_recoilYMax(float value) { }

// RVA: 0x1A28C44 Offset: 0x1A28C44 VA: 0x1A28C44
public float get_m_recoilTime() { }

// RVA: 0x1A28C4C Offset: 0x1A28C4C VA: 0x1A28C4C
public void set_m_recoilTime(float value) { }

// RVA: 0x1A28C5C Offset: 0x1A28C5C VA: 0x1A28C5C
public float get_m_recoilDecay() { }

// RVA: 0x1A28C64 Offset: 0x1A28C64 VA: 0x1A28C64
public void set_m_recoilDecay(float value) { }

// RVA: 0x1A28C74 Offset: 0x1A28C74 VA: 0x1A28C74
public float get_m_recoilDecayMax() { }

// RVA: 0x1A28C7C Offset: 0x1A28C7C VA: 0x1A28C7C
public void set_m_recoilDecayMax(float value) { }

// RVA: 0x1A28C8C Offset: 0x1A28C8C VA: 0x1A28C8C
public float get_m_recoilCrouch() { }

// RVA: 0x1A28C94 Offset: 0x1A28C94 VA: 0x1A28C94
public void set_m_recoilCrouch(float value) { }

// RVA: 0x1A28CA4 Offset: 0x1A28CA4 VA: 0x1A28CA4
public float get_m_recoilJump() { }

// RVA: 0x1A28CAC Offset: 0x1A28CAC VA: 0x1A28CAC
public void set_m_recoilJump(float value) { }

// RVA: 0x1A28CBC Offset: 0x1A28CBC VA: 0x1A28CBC
public float get_m_recoilMove() { }

// RVA: 0x1A28CC4 Offset: 0x1A28CC4 VA: 0x1A28CC4
public void set_m_recoilMove(float value) { }

// RVA: 0x1A28CD4 Offset: 0x1A28CD4 VA: 0x1A28CD4
public float get_m_spreadAngle() { }

// RVA: 0x1A28CDC Offset: 0x1A28CDC VA: 0x1A28CDC
public void set_m_spreadAngle(float value) { }

// RVA: 0x1A28CEC Offset: 0x1A28CEC VA: 0x1A28CEC
public float get_m_spreadMinIdle() { }

// RVA: 0x1A28CF4 Offset: 0x1A28CF4 VA: 0x1A28CF4
public void set_m_spreadMinIdle(float value) { }

// RVA: 0x1A28D04 Offset: 0x1A28D04 VA: 0x1A28D04
public float get_m_spreadMinMove() { }

// RVA: 0x1A28D0C Offset: 0x1A28D0C VA: 0x1A28D0C
public void set_m_spreadMinMove(float value) { }

// RVA: 0x1A28D1C Offset: 0x1A28D1C VA: 0x1A28D1C
public float get_m_spreadMinCrouch() { }

// RVA: 0x1A28D24 Offset: 0x1A28D24 VA: 0x1A28D24
public void set_m_spreadMinCrouch(float value) { }

// RVA: 0x1A28D34 Offset: 0x1A28D34 VA: 0x1A28D34
public float get_m_spreadMinJump() { }

// RVA: 0x1A28D3C Offset: 0x1A28D3C VA: 0x1A28D3C
public void set_m_spreadMinJump(float value) { }

// RVA: 0x1A28D4C Offset: 0x1A28D4C VA: 0x1A28D4C
public float get_m_spreadMax() { }

// RVA: 0x1A28D54 Offset: 0x1A28D54 VA: 0x1A28D54
public void set_m_spreadMax(float value) { }

// RVA: 0x1A28D64 Offset: 0x1A28D64 VA: 0x1A28D64
public float get_m_spreadDecay() { }

// RVA: 0x1A28D6C Offset: 0x1A28D6C VA: 0x1A28D6C
public void set_m_spreadDecay(float value) { }

// RVA: 0x1A28D7C Offset: 0x1A28D7C VA: 0x1A28D7C
public float get_m_spreadDecayMax() { }

// RVA: 0x1A28D84 Offset: 0x1A28D84 VA: 0x1A28D84
public void set_m_spreadDecayMax(float value) { }

// RVA: 0x1A28D94 Offset: 0x1A28D94 VA: 0x1A28D94
public float get_m_spreadCrouch() { }

// RVA: 0x1A28D9C Offset: 0x1A28D9C VA: 0x1A28D9C
public void set_m_spreadCrouch(float value) { }

// RVA: 0x1A28DAC Offset: 0x1A28DAC VA: 0x1A28DAC
public float get_m_spreadJump() { }

// RVA: 0x1A28DB4 Offset: 0x1A28DB4 VA: 0x1A28DB4
public void set_m_spreadJump(float value) { }

// RVA: 0x1A28DC4 Offset: 0x1A28DC4 VA: 0x1A28DC4
public float get_m_spreadMove() { }

// RVA: 0x1A28DCC Offset: 0x1A28DCC VA: 0x1A28DCC
public void set_m_spreadMove(float value) { }

// RVA: 0x1A28DDC Offset: 0x1A28DDC VA: 0x1A28DDC
public bool get_m_SpreadModify() { }

// RVA: 0x1A28DE4 Offset: 0x1A28DE4 VA: 0x1A28DE4
public void set_m_SpreadModify(bool value) { }

// RVA: 0x1A28DEC Offset: 0x1A28DEC VA: 0x1A28DEC
public float get_m_NadeThrowForce() { }

// RVA: 0x1A28DF4 Offset: 0x1A28DF4 VA: 0x1A28DF4
public void set_m_NadeThrowForce(float value) { }

// RVA: 0x1A28E04 Offset: 0x1A28E04 VA: 0x1A28E04
public float get_m_NadeThrowAngle() { }

// RVA: 0x1A28E0C Offset: 0x1A28E0C VA: 0x1A28E0C
public void set_m_NadeThrowAngle(float value) { }

// RVA: 0x1A28E1C Offset: 0x1A28E1C VA: 0x1A28E1C
public float get_m_NadeDamageMultiplier() { }

// RVA: 0x1A28E24 Offset: 0x1A28E24 VA: 0x1A28E24
public void set_m_NadeDamageMultiplier(float value) { }

// RVA: 0x1A28E34 Offset: 0x1A28E34 VA: 0x1A28E34
public float get_m_NadeBlastRange() { }

// RVA: 0x1A28E3C Offset: 0x1A28E3C VA: 0x1A28E3C
public void set_m_NadeBlastRange(float value) { }

// RVA: 0x1A28E4C Offset: 0x1A28E4C VA: 0x1A28E4C
public float get_m_NadeMaxDamageRange() { }

// RVA: 0x1A28E54 Offset: 0x1A28E54 VA: 0x1A28E54
public void set_m_NadeMaxDamageRange(float value) { }

// RVA: 0x1A28E64 Offset: 0x1A28E64 VA: 0x1A28E64
public float get_m_ShotDelay() { }

// RVA: 0x1A28E6C Offset: 0x1A28E6C VA: 0x1A28E6C
public void set_m_ShotDelay(float value) { }

// RVA: 0x1A28E7C Offset: 0x1A28E7C VA: 0x1A28E7C
public float get_m_MeleeRange() { }

// RVA: 0x1A28E84 Offset: 0x1A28E84 VA: 0x1A28E84
public void set_m_MeleeRange(float value) { }

// RVA: 0x1A28E94 Offset: 0x1A28E94 VA: 0x1A28E94
public static bool get_RoundAttributesEnabled() { }

// RVA: 0x1A28FA8 Offset: 0x1A28FA8 VA: 0x1A28FA8
public SkinnedMeshRenderer get_skinnedMeshRenderer() { }

// RVA: 0x1A29040 Offset: 0x1A29040 VA: 0x1A29040
public MeshRenderer get_meshRenderer() { }

// RVA: 0x1A290D8 Offset: 0x1A290D8 VA: 0x1A290D8
public Renderer get_renderer() { }

// RVA: 0x1A2916C Offset: 0x1A2916C VA: 0x1A2916C Slot: 4
public PlayerAvatarItem get_playerAvatarItem() { }

[IteratorStateMachineAttribute] // RVA: 0x12102E4 Offset: 0x12102E4 VA: 0x12102E4
// RVA: 0x1A283D8 Offset: 0x1A283D8 VA: 0x1A283D8
private IEnumerator ResetScaleCoroutine() { }

[IteratorStateMachineAttribute] // RVA: 0x1210348 Offset: 0x1210348 VA: 0x1210348
// RVA: 0x1A27468 Offset: 0x1A27468 VA: 0x1A27468
private IEnumerator LoadShotgunBullet() { }

[IteratorStateMachineAttribute] // RVA: 0x12103AC Offset: 0x12103AC VA: 0x12103AC
// RVA: 0x1A27130 Offset: 0x1A27130 VA: 0x1A27130
private IEnumerator ReloadOver() { }

[IteratorStateMachineAttribute] // RVA: 0x1210410 Offset: 0x1210410 VA: 0x1210410
// RVA: 0x1A27018 Offset: 0x1A27018 VA: 0x1A27018
private IEnumerator BotReloadOver() { }

// RVA: 0x1A293C4 Offset: 0x1A293C4 VA: 0x1A293C4
public static Weapon CreateWeapon(string rpcId, string levelId, string skinId, string boosterId, string modId, int type, Transform rightHand, Transform leftHand, GameObject
root, int layer, bool isTP) { }

// RVA: 0x1A29614 Offset: 0x1A29614 VA: 0x1A29614
public static Weapon CreateWeapon(string rpcId, string prefabName, WeaponLevel weaponLevel, Skin skin, BoosterManager.BoosterItem booster, ModsManager.ModsItem mod, bool isPrimary, Transform rightHand, Transform leftHand, GameObject root, int layer, bool isTP, WeaponInfo weaponInfo) { }

// RVA: 0x1A2B290 Offset: 0x1A2B290 VA: 0x1A2B290
public void .ctor() { }

// RVA: 0x1A2B65C Offset: 0x1A2B65C VA: 0x1A2B65C
private static void .cctor() { }
}