r2mods/ilspy_dump/ror2_csproj/EntityStates.Captain.Weapon/FireCaptainShotgun.cs

40 lines
1.0 KiB
C#

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;
}
}