using EntityStates.Treebot.Weapon; using RoR2; using UnityEngine; namespace EntityStates.ClayBruiser.Weapon; public class FireSonicBoom : EntityStates.Treebot.Weapon.FireSonicBoom { private static int WeaponIsReadyParamHash = Animator.StringToHash("WeaponIsReady"); public override void OnEnter() { base.OnEnter(); GetModelAnimator().SetBool(WeaponIsReadyParamHash, value: true); } protected override void AddDebuff(CharacterBody body) { body.AddTimedBuff(RoR2Content.Buffs.ClayGoo, slowDuration); } public override void OnExit() { if (!outer.destroying) { GetModelAnimator().SetBool(WeaponIsReadyParamHash, value: false); } base.OnExit(); } }