using RoR2; using UnityEngine; namespace EntityStates.Commando.CommandoWeapon; public class FireFMJ : GenericProjectileBaseState { private static int FireFMJStateHash = Animator.StringToHash("FireFMJ"); private static int FireFMJParamHash = Animator.StringToHash("FireFMJ.playbackRate"); protected override void PlayAnimation(float duration) { base.PlayAnimation(duration); if ((bool)GetModelAnimator()) { PlayAnimation("Gesture, Additive", FireFMJStateHash, FireFMJParamHash, duration); PlayAnimation("Gesture, Override", FireFMJStateHash, FireFMJParamHash, duration); } } protected override Ray ModifyProjectileAimRay(Ray aimRay) { TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref aimRay, projectilePrefab, base.gameObject); return aimRay; } }