using RoR2; namespace EntityStates.Bandit2.Weapon; public class FireSidearmSkullRevolver : BaseFireSidearmRevolverState { protected override void ModifyBullet(BulletAttack bulletAttack) { base.ModifyBullet(bulletAttack); int num = 0; if ((bool)base.characterBody) { num = base.characterBody.GetBuffCount(RoR2Content.Buffs.BanditSkull); } bulletAttack.damage *= 1f + 0.1f * (float)num; bulletAttack.damageType |= (DamageTypeCombo)DamageType.GiveSkullOnKill; } }