using RoR2; using UnityEngine; namespace EntityStates.Captain.Weapon; public class FireCaptainShotgun : GenericBulletBaseState { public static float tightSoundSwitchThreshold; public static string wideSoundString; public static string tightSoundString; private static int FireCaptainShotgunStateHash = Animator.StringToHash("FireCaptainShotgun"); public override void OnEnter() { fireSoundString = ((base.characterBody.spreadBloomAngle <= tightSoundSwitchThreshold) ? tightSoundString : wideSoundString); base.OnEnter(); PlayAnimation("Gesture, Additive", FireCaptainShotgunStateHash); PlayAnimation("Gesture, Override", FireCaptainShotgunStateHash); } protected override void ModifyBullet(BulletAttack bulletAttack) { base.ModifyBullet(bulletAttack); bulletAttack.falloffModel = BulletAttack.FalloffModel.DefaultBullet; } public override void FixedUpdate() { base.FixedUpdate(); } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }