r2mods/ilspy_dump/ror2_csproj/EntityStates.Commando/DeathState.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Commando;
public class DeathState : GenericCharacterDeath
{
private Vector3 previousPosition;
private float upSpeedVelocity;
private float upSpeed;
private Animator modelAnimator;
protected override bool shouldAutoDestroy => false;
public override void OnEnter()
{
base.OnEnter();
Vector3 force = Vector3.up * 3f;
if ((bool)base.characterMotor)
{
force += base.characterMotor.velocity;
base.characterMotor.enabled = false;
}
if ((bool)base.cachedModelTransform)
{
RagdollController component = base.cachedModelTransform.GetComponent<RagdollController>();
if ((bool)component)
{
component.BeginRagdoll(force);
}
}
}
protected override void PlayDeathAnimation(float crossfadeDuration = 0.1f)
{
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (NetworkServer.active && base.fixedAge > 4f)
{
EntityState.Destroy(base.gameObject);
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Death;
}
}