r2mods/ilspy_dump/ror2_csproj/EntityStates.Commando.Comma.../FireFMJ.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.Commando.CommandoWeapon;
public class FireFMJ : GenericProjectileBaseState
{
private static int FireFMJStateHash = Animator.StringToHash("FireFMJ");
private static int FireFMJParamHash = Animator.StringToHash("FireFMJ.playbackRate");
protected override void PlayAnimation(float duration)
{
base.PlayAnimation(duration);
if ((bool)GetModelAnimator())
{
PlayAnimation("Gesture, Additive", FireFMJStateHash, FireFMJParamHash, duration);
PlayAnimation("Gesture, Override", FireFMJStateHash, FireFMJParamHash, duration);
}
}
protected override Ray ModifyProjectileAimRay(Ray aimRay)
{
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref aimRay, projectilePrefab, base.gameObject);
return aimRay;
}
}