Kinda want some of what you're smoking. Buuuuut I digress. What I'm trying to tell you was there is an update that changes the float code like I mentioned, Infact the size of the new .dll is ~2,954 kb.
What used to look like...
public float #=qCTcROD2pj6toPbVVukmZNbQAHa9fec1DYgD_EiQqy5w=()
{
this.#=q$H_OlVuZktC9tezpHjV_gA==.BaseInAccuracyDeg rees = 0f;
this.#=q$H_OlVuZktC9tezpHjV_gA==.MovementInAccurac yDegrees = 1.3f;
this.#=q$H_OlVuZktC9tezpHjV_gA==.RepeatFireInAccur acyTotalDegrees = 1.3f;
float movementInAccuracyDegrees = this.#=q$H_OlVuZktC9tezpHjV_gA==.MovementInAccurac yDegrees + this.#=q$H_OlVuZktC9tezpHjV_gA==.RepeatFireInAccur acyTotalDegrees;
if (movementInAccuracyDegrees <= 0f)
{
return 0f;
}
float u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d = 0f;
u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d = u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d + this.#=qZML8mRzgIoEjw_GWZ90Ojs8Ph$iXMpwOniNhkRoswg I= * (this.#=q$H_OlVuZktC9tezpHjV_gA==.RepeatFireInAccu racyTotalDegrees / movementInAccuracyDegrees);
u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d = u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d + this.#=qOth0pLY2uGDFjvwW4E7h$6WY9FoVZPqv85xHwY3_$G M= * (this.#=q$H_OlVuZktC9tezpHjV_gA==.MovementInAccura cyDegrees / movementInAccuracyDegrees);
return u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d;
now looks like...
{
float movementInAccuracyDegrees = this.weaponAccuracy_0.MovementInAccuracyDegrees + this.weaponAccuracy_0.RepeatFireInAccuracyTotalDeg rees;
if (movementInAccuracyDegrees <= 0f)
{
return 0f;
}
float float2 = 0f;
float2 = float2 + this.float_2 * (this.weaponAccuracy_0.RepeatFireInAccuracyTotalDe grees / movementInAccuracyDegrees);
float2 = float2 + this.float_3 * (this.weaponAccuracy_0.MovementInAccuracyDegrees / movementInAccuracyDegrees);
return float2;
}
What used to look like...
lightangell
public float #=qCTcROD2pj6toPbVVukmZNbQAHa9fec1DYgD_EiQqy5w=()
{
this.#=q$H_OlVuZktC9tezpHjV_gA==.BaseInAccuracyDeg rees = 0f;
this.#=q$H_OlVuZktC9tezpHjV_gA==.MovementInAccurac yDegrees = 1.3f;
this.#=q$H_OlVuZktC9tezpHjV_gA==.RepeatFireInAccur acyTotalDegrees = 1.3f;
float movementInAccuracyDegrees = this.#=q$H_OlVuZktC9tezpHjV_gA==.MovementInAccurac yDegrees + this.#=q$H_OlVuZktC9tezpHjV_gA==.RepeatFireInAccur acyTotalDegrees;
if (movementInAccuracyDegrees <= 0f)
{
return 0f;
}
float u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d = 0f;
u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d = u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d + this.#=qZML8mRzgIoEjw_GWZ90Ojs8Ph$iXMpwOniNhkRoswg I= * (this.#=q$H_OlVuZktC9tezpHjV_gA==.RepeatFireInAccu racyTotalDegrees / movementInAccuracyDegrees);
u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d = u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d + this.#=qOth0pLY2uGDFjvwW4E7h$6WY9FoVZPqv85xHwY3_$G M= * (this.#=q$H_OlVuZktC9tezpHjV_gA==.MovementInAccura cyDegrees / movementInAccuracyDegrees);
return u0023u003dqZML8mRzgIoEjwGWZ90Ojs8Phu0024iXMpwOniNh kRoswgIu003d;
now looks like...
this
{
float movementInAccuracyDegrees = this.weaponAccuracy_0.MovementInAccuracyDegrees + this.weaponAccuracy_0.RepeatFireInAccuracyTotalDeg rees;
if (movementInAccuracyDegrees <= 0f)
{
return 0f;
}
float float2 = 0f;
float2 = float2 + this.float_2 * (this.weaponAccuracy_0.RepeatFireInAccuracyTotalDe grees / movementInAccuracyDegrees);
float2 = float2 + this.float_3 * (this.weaponAccuracy_0.MovementInAccuracyDegrees / movementInAccuracyDegrees);
return float2;
}
