| void Awake() | Private | | 0x00 |
| void SetPerkSlots() | Private | | 0x00 |
| void SetPerks() | Private | | 0x00 |
| List<Perk> LoadPerks() | PrivateStatic | | 0x08 |
| void OnMainMenuAwake(MainMenuUI mainMenu) | Private | | 0x08 |
| void Update() | Private | | 0x00 |
| void ExperienceManager_OnPrestige(MainPlayerData data) | Private | | 0x08 |
| void TalentTree_OnTalentsSaved(TalentTree tree) | Private | | 0x08 |
| void CheckPerkUnlocks() | PublicStatic | | 0x00 |
| bool IsPerkUnlocked(int ID) | PublicStatic | | 0x04 |
| bool GetPerk(int ID, const uint8& perk) | PublicStatic | — | 0x04 |
| uint8 GetPerk(int ID) | PublicStatic | — | 0x04 |
| Perk GetPerk(int ID) | PublicStatic | | 0x08 |
| Perk CreatePerkInstance(int ID, Player player, PerkSaved saved, Transform parent) | PublicStatic | | 0x08 |
| void SyncSlottedPerkIDs() | PublicStatic | | 0x00 |
| int[] GetSlottedPerkIDs(PlayerSaved playerSaved) | PublicStatic | | 0x08 |
| List<System.Int32> GetSlottedPerkIDsForPlayer(Player player) | PublicStatic | | 0x08 |
| List<PerkSaved> GetSlottedPerkSaveds(PlayerSaved playerSaved) | PublicStatic | | 0x08 |
| Perk GetSlottedPerk(PerkSlot slot, PlayerSaved playerSaved) | PublicStatic | | 0x08 |
| bool IsPerkSlotted(int ID, bool checkAllPlayers) | PublicStatic | | 0x04 |
| bool IsPerkSlottedForPlayer(int ID, Player player) | PublicStatic | | 0x08 |
| bool IsPerkSelectedForPlayer(int ID, Player player) | PublicStatic | | 0x08 |
| bool IsPerkSelectedForAnyPlayer(int ID) | PublicStatic | | 0x04 |
| bool IsPerkActiveForLocalPlayer(int ID) | PublicStatic | | 0x04 |
| void SlotPerk(int ID, PerkSlot slot, PlayerSaved playerSaved) | PublicStatic | | 0x08 |
| void UnSlotPerk(PerkSlot slot, PlayerSaved playerSaved) | PublicStatic | | 0x08 |
| int ValidateUnsavedPlayerLoadouts() | PublicStatic | | 0x04 |
| bool ValidateSlottedPerks(PlayerSaved playerSaved, bool requireCurrentUnlocks, bool refreshUnlocks) | PublicStatic | | 0x08 |
| bool SetValidSlottedPerks(PlayerSaved playerSaved, IReadOnlyDictionary<System.Int32 source, bool requireCurrentUnlocks, bool refreshUnlocks) | PublicStatic | | 0x08 |
| Dictionary<System.Int32 GetValidSlottedPerks(IReadOnlyDictionary<System.Int32 source, bool requireCurrentUnlocks, bool refreshUnlocks) | PublicStatic | | 0x08 |
| bool TryGetValidSlottedPerk(int slotIndex, int perkId, bool requireCurrentUnlocks, PerkSlot& slot, Perk& perk) | PublicStatic | | 0x08 |
| bool DictionariesMatch(IReadOnlyDictionary<System.Int32 a, IReadOnlyDictionary<System.Int32 b) | PrivateStatic | | 0x08 |
| PerkSlotTypeInfo GetSlotTypeInfo(const PerkSlotType& type) | PublicStatic | | 0x08 |
| void LogPerks() | PublicStatic | | 0x00 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |