using RoR2; using UnityEngine; namespace EntityStates.Treebot.Weapon; public class AimFlower : AimThrowableBase { public static float healthCostFraction; private bool keyDown = true; public override void Update() { base.Update(); keyDown &= !base.inputBank.skill1.down; } protected override bool KeyIsDown() { return keyDown; } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Frozen; } protected override void FireProjectile() { if ((bool)base.healthComponent) { DamageInfo damageInfo = new DamageInfo(); damageInfo.damage = base.healthComponent.combinedHealth * healthCostFraction; damageInfo.position = base.characterBody.corePosition; damageInfo.force = Vector3.zero; damageInfo.damageColorIndex = DamageColorIndex.Default; damageInfo.crit = false; damageInfo.attacker = null; damageInfo.inflictor = null; damageInfo.damageType = DamageType.NonLethal; damageInfo.procCoefficient = 0f; damageInfo.procChainMask = default(ProcChainMask); base.healthComponent.TakeDamage(damageInfo); } base.FireProjectile(); } }