using EntityStates.SurvivorPod; using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.FalseSonMeteorPod; public class Descent : EntityStates.SurvivorPod.Descent { public static GameObject effectPrefab; protected override void TransitionIntoNextState() { base.TransitionIntoNextState(); } public override void OnExit() { VehicleSeat component = GetComponent(); if ((bool)component) { component.EjectPassenger(); EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, "Base", transmit: true); } if (NetworkServer.active) { EntityState.Destroy(base.gameObject); } base.OnExit(); } }