using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.BeetleQueenMonster; public class BeetleWardDeath : BaseState { public static GameObject initialExplosion; public static string deathString; public override void OnEnter() { base.OnEnter(); Util.PlaySound(deathString, base.gameObject); if ((bool)base.modelLocator) { if ((bool)base.modelLocator.modelBaseTransform) { EntityState.Destroy(base.modelLocator.modelBaseTransform.gameObject); } if ((bool)base.modelLocator.modelTransform) { EntityState.Destroy(base.modelLocator.modelTransform.gameObject); } } if ((bool)initialExplosion && NetworkServer.active) { EffectManager.SimpleImpactEffect(initialExplosion, base.transform.position, Vector3.up, transmit: true); } EntityState.Destroy(base.gameObject); } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Death; } }