using RoR2; using UnityEngine.Networking; namespace EntityStates; public class CloakTest : BaseState { private float duration = 3f; public override void OnEnter() { base.OnEnter(); if ((bool)base.characterBody && NetworkServer.active) { base.characterBody.AddBuff(RoR2Content.Buffs.Cloak); base.characterBody.AddBuff(RoR2Content.Buffs.CloakSpeed); } } public override void OnExit() { if ((bool)base.characterBody && NetworkServer.active) { base.characterBody.RemoveBuff(RoR2Content.Buffs.Cloak); base.characterBody.RemoveBuff(RoR2Content.Buffs.CloakSpeed); } base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextStateToMain(); } } }