using UnityEngine; namespace EntityStates.Commando.CommandoWeapon; public class ThrowGrenade : GenericProjectileBaseState { private static int ThrowGrenadeStateHash = Animator.StringToHash("ThrowGrenade"); private static int FireFMJParamHash = Animator.StringToHash("FireFMJ.playbackRate"); protected override void PlayAnimation(float duration) { if ((bool)GetModelAnimator()) { PlayAnimation("Gesture, Additive", ThrowGrenadeStateHash, FireFMJParamHash, duration * 2f); PlayAnimation("Gesture, Override", ThrowGrenadeStateHash, FireFMJParamHash, duration * 2f); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.PrioritySkill; } }