using RoR2; using UnityEngine; namespace EntityStates.Bell; public class DeathState : GenericCharacterDeath { public static GameObject initialEffect; public static float initialEffectScale; public static float velocityMagnitude; public static float explosionForce; protected override bool shouldAutoDestroy => false; public override void OnEnter() { base.OnEnter(); Transform modelTransform = GetModelTransform(); if ((bool)modelTransform) { if ((bool)modelTransform.GetComponent() && (bool)initialEffect) { EffectManager.SpawnEffect(initialEffect, new EffectData { origin = base.transform.position, scale = initialEffectScale }, transmit: false); } RagdollController component = modelTransform.GetComponent(); Rigidbody component2 = GetComponent(); if ((bool)component && (bool)component2) { component.BeginRagdoll(component2.velocity * velocityMagnitude); } ExplodeRigidbodiesOnStart component3 = modelTransform.GetComponent(); if ((bool)component3) { component3.force = explosionForce; component3.enabled = true; } } if ((bool)base.modelLocator) { base.modelLocator.autoUpdateModelTransform = false; } DestroyBodyAsapServer(); } }