using RoR2; namespace EntityStates.GoldGat; public class GoldGatIdle : BaseGoldGatState { public static string windDownSoundString; public override void OnEnter() { base.OnEnter(); Util.PlaySound(windDownSoundString, base.gameObject); } public override void Update() { base.Update(); if ((bool)gunAnimator) { gunAnimator.SetFloat("Crank.playbackRate", 0f, 1f, GetDeltaTime()); } if (base.isAuthority && shouldFire && bodyMaster.money != 0 && bodyEquipmentSlot.stock > 0) { outer.SetNextState(new GoldGatFire { shouldFire = shouldFire }); } } }