using RoR2.Projectile; using UnityEngine; namespace EntityStates.Captain.Weapon; public class CallAirstrikeAlt : CallAirstrikeBase { [SerializeField] public float projectileForce; private static int CallAirstrike3StateHash = Animator.StringToHash("CallAirstrike3"); public override void OnExit() { PlayAnimation("Gesture, Override", CallAirstrike3StateHash); PlayAnimation("Gesture, Additive", CallAirstrike3StateHash); AddRecoil(-2f, -2f, -0.5f, 0.5f); base.OnExit(); } protected override void ModifyProjectile(ref FireProjectileInfo fireProjectileInfo) { base.ModifyProjectile(ref fireProjectileInfo); fireProjectileInfo.force = projectileForce; } }