ai.npc_use_new_aim_system "false"
Assembly-CSharp.dll --> BaseProjectile:
Assembly-CSharp.dll --> BaseProjectile:
public override Vector3 ModifyAIAim(Vector3 eulerInput, float swayModifier = 1f)
{
float single = Time.time * (this.aimSwaySpeed * 1f + this.aiAimSwayOffset);
float single1 = Mathf.Sin(Time.time * 2f);
float single2 = (single1 < 0f ? 1f - Mathf.Clamp(Mathf.Abs(single1) / 1f, 0f, 1f) : 1f);
float single3 = (0 != 0 ? 0.6f : 1f);
float single4 = (this.aimSway * 1f + this.aiAimSwayOffset) * single3 * single2 * swayModifier;
ref float singlePointer = ref eulerInput.y;
singlePointer = singlePointer + (Mathf.PerlinNoise(single, single) - 0.5f) * single4 * Time.deltaTime;
ref float singlePointer1 = ref eulerInput.x;
singlePointer1 = singlePointer1 + (Mathf.PerlinNoise(single + 0.1f, single + 0.2f) - 0.5f) * single4 * Time.deltaTime;
return eulerInput;
}