using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.VoidInfestor; public class Death : GenericCharacterDeath { public static float deathDelay; public static GameObject deathEffectPrefab; private bool hasDied; public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge > deathDelay && NetworkServer.active && !hasDied) { hasDied = true; EffectManager.SimpleImpactEffect(deathEffectPrefab, base.characterBody.corePosition, Vector3.up, transmit: true); DestroyBodyAsapServer(); EntityState.Destroy(base.gameObject); } } public override void OnExit() { DestroyModel(); base.OnExit(); } }