private void cold(Projectile arg1, SpeculativeRigidbody arg2, bool arg3) { PlayerController player = (GameManager.Instance.PrimaryPlayer); //FIX FIRE EFFECT bool isInCombat = player.IsInCombat; if (isInCombat) { List <AIActor> activeEnemies = player.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All); Vector2 centerPosition = arg1.sprite.WorldCenter; foreach (AIActor aiactor in activeEnemies) { BulletStatusEffectItem Freezzecomponent = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>(); GameActorFreezeEffect gameActorFreeze = Freezzecomponent.FreezeModifierEffect; bool flag3 = Vector2.Distance(aiactor.CenterPosition, centerPosition) < 3f && aiactor.healthHaver.GetMaxHealth() > 0f && aiactor != null && aiactor.specRigidbody != null && player != null; bool flag4 = flag3; if (flag4) { { aiactor.ApplyEffect(gameActorFreeze, 1f, null); } } } } }
private void PostProcessBeamTick(BeamController beam, SpeculativeRigidbody spec, float tickRate) { GameActor gameActor = spec.gameActor; if (!gameActor) { return; } PlayerController player = this.Owner; if (player.CurrentGun.PickupObjectId == 40) { beam.projectile.baseData.damage *= 1.003f; } BulletStatusEffectItem frostbullets = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>(); GameActorFreezeEffect frostfreeze = frostbullets.FreezeModifierEffect; if (player.CurrentGun.PickupObjectId == 464) { if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(1f, tickRate)) { gameActor.ApplyEffect(frostfreeze, 0.015f, null); } } }
protected override void DoEffect(PlayerController user) { List <AIActor> activeEnemies = base.LastOwner.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All); if (activeEnemies != null) { AkSoundEngine.PostEvent("Play_OBJ_lock_unlock_01", base.gameObject); BulletStatusEffectItem Freezecomponent = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>(); GameActorFreezeEffect freezeModifierEffect = Freezecomponent.FreezeModifierEffect; int count = activeEnemies.Count; for (int i = 0; i < count; i++) { if (activeEnemies[i] && activeEnemies[i].HasBeenEngaged && activeEnemies[i].healthHaver && activeEnemies[i].IsNormalEnemy && !activeEnemies[i].healthHaver.IsDead && !activeEnemies[i].healthHaver.IsBoss && !activeEnemies[i].IsTransmogrified) { activeEnemies[i].ApplyEffect(freezeModifierEffect, 10f, null); } } bool synergy = user.PlayerHasActiveSynergy("The Flames' Embrace"); if (synergy) { BulletStatusEffectItem Firecomponent = PickupObjectDatabase.GetById(295).GetComponent <BulletStatusEffectItem>(); GameActorFireEffect gameActorFire = Firecomponent.FireModifierEffect; int count1 = activeEnemies.Count; for (int i = 0; i < count1; i++) { if (activeEnemies[i] && activeEnemies[i].HasBeenEngaged && activeEnemies[i].healthHaver && activeEnemies[i].IsNormalEnemy && !activeEnemies[i].healthHaver.IsDead && !activeEnemies[i].healthHaver.IsBoss && !activeEnemies[i].IsTransmogrified) { activeEnemies[i].ApplyEffect(gameActorFire, 10f, null); } } } } }
private void AuraAction(AIActor aiactor, float d) { BulletStatusEffectItem frostbullets = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>(); GameActorFreezeEffect frostfreeze = frostbullets.FreezeModifierEffect; if (aiactor != null && aiactor.healthHaver.CanCurrentlyBeKilled) { aiactor.ApplyEffect(frostfreeze, 0.04f, null); } }
protected void FreezeAll(AIActor target) { if (target != null) { if (target != null && target.healthHaver.CanCurrentlyBeKilled) { BulletStatusEffectItem frostbullets = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>(); GameActorFreezeEffect frostfreeze = frostbullets.FreezeModifierEffect; target.ApplyEffect(frostfreeze, 5f, null); } } }
private void HandleRigidbodyCollision(CollisionData rigidbodyCollision) { BulletStatusEffectItem frostbullets = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>(); GameActorFreezeEffect frostfreeze = frostbullets.FreezeModifierEffect; if (Owner && rigidbodyCollision.OtherRigidbody) { AIActor aiActor = rigidbodyCollision.OtherRigidbody.aiActor; if (aiActor != null && aiActor.healthHaver.CanCurrentlyBeKilled) { aiActor.ApplyEffect(frostfreeze, 5f, null); } } }
private void AuraAction(AIActor aiactor, float d) { if (this.roshamboItem.fireMode) { BulletStatusEffectItem f = (BulletStatusEffectItem)PickupObjectDatabase.GetById(295); aiactor.ApplyEffect(f.FireModifierEffect, 1, null); } else if (this.roshamboItem.poisonMode) { BulletStatusEffectItem f = (BulletStatusEffectItem)PickupObjectDatabase.GetById(204); aiactor.ApplyEffect(f.HealthModifierEffect, 1, null); } else if (this.roshamboItem.electricMode) { aiactor.healthHaver.ApplyDamage(0.45f, Vector2.zero, "Electricity", CoreDamageTypes.Electric, DamageCategory.Normal, false, null, false); } }
protected override void Update() { base.Update(); List <AIActor> activeEnemies = base.Owner.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All); Vector2 centerPosition = base.Owner.CenterPosition; foreach (AIActor aiactor in activeEnemies) { BulletStatusEffectItem Firecomponent = PickupObjectDatabase.GetById(295).GetComponent <BulletStatusEffectItem>(); GameActorFireEffect gameActorFire = Firecomponent.FireModifierEffect; bool flag3 = Vector2.Distance(aiactor.CenterPosition, centerPosition) < 4f && aiactor.healthHaver.GetMaxHealth() > 0f && aiactor != null && aiactor.specRigidbody != null && base.Owner != null; bool flag4 = flag3; if (flag4) { { aiactor.ApplyEffect(gameActorFire, 1f, null); } } } }
private void somethingrelatedtojammed(PlayerController player, Gun playerGun) { bool flag = playerGun.ClipShotsRemaining == 0; if (flag) { bool flagA = player.PlayerHasActiveSynergy("Reunion"); if (flagA) { List <AIActor> activeEnemies = base.Owner.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All); if (activeEnemies != null) { BulletStatusEffectItem Firecomponent = PickupObjectDatabase.GetById(295).GetComponent <BulletStatusEffectItem>(); GameActorFireEffect gameActorFire = Firecomponent.FireModifierEffect; int count1 = activeEnemies.Count; for (int i = 0; i < count1; i++) { if (activeEnemies[i] && activeEnemies[i].HasBeenEngaged && activeEnemies[i].healthHaver && activeEnemies[i].IsNormalEnemy && !activeEnemies[i].healthHaver.IsDead && !activeEnemies[i].healthHaver.IsBoss && !activeEnemies[i].IsTransmogrified) { activeEnemies[i].ApplyEffect(gameActorFire, 10f, null); } } } } else { List <AIActor> activeEnemies = player.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All); if (activeEnemies != null) { int count = activeEnemies.Count; for (int i = 0; i < count; i++) { if (activeEnemies[i] && activeEnemies[i].HasBeenEngaged && activeEnemies[i].healthHaver && activeEnemies[i].IsNormalEnemy && !activeEnemies[i].healthHaver.IsDead && !activeEnemies[i].healthHaver.IsBoss && !activeEnemies[i].IsTransmogrified && activeEnemies[i].IsBlackPhantom) { GameManager.Instance.StartCoroutine(this.Heatfuck(player)); } } } } } }
// Token: 0x060002BE RID: 702 RVA: 0x00016414 File Offset: 0x00014614 private void PostProcessProjectile(Projectile sourceProjectile, float effectChanceScalar) { bool flag = UnityEngine.Random.Range(0, 1) < this.chanceOfActivating * effectChanceScalar; if (flag) { bool appliesCharm = this.AppliesCharm; if (appliesCharm) { BulletStatusEffectItem charmBullet = PickupObjectDatabase.GetById(527).GetComponent <BulletStatusEffectItem>(); sourceProjectile.statusEffectsToApply.Add(charmBullet.CharmModifierEffect); sourceProjectile.AdjustPlayerProjectileTint(this.TintColor.WithAlpha(this.TintColor.a / 2f), this.TintPriority, 0f); } float num = 0.2f; float num2 = num * effectChanceScalar; bool flag3 = UnityEngine.Random.Range(0, 1) > num2; if (flag) { sourceProjectile.OnHitEnemy += this.AddFearEffect; } } }
private IEnumerator fail() { isFiring = true; this.m_aiActor.MovementSpeed = 0; this.m_aiActor.aiAnimator.PlayUntilFinished("attack_right"); bool BadCode = true; while (this.m_aiActor.aiAnimator.IsPlaying("attack_right")) { if (this.m_aiActor.spriteAnimator.CurrentFrame == 4 && BadCode) { BadCode = false; bool PlayerHasSynergy = false; if (Owner) { PlayerHasSynergy = Owner.PlayerHasActiveSynergy("Robot Influence"); } for (int counter = 0; counter < (PlayerHasSynergy ? 18 : 12); counter++) { Projectile projectile2 = ((Gun)ETGMod.Databases.Items[88]).DefaultModule.projectiles[0]; GameObject gameObject = SpawnManager.SpawnProjectile(projectile2.gameObject, this.m_aiActor.sprite.WorldCenter, Quaternion.Euler(0f, 0f, ((PlayerHasSynergy ? 20 : 30) * counter)), true); Projectile component = gameObject.GetComponent <Projectile>(); if (component != null) { component.baseData.damage = 5; component.Owner = Owner; component.Shooter = Owner.specRigidbody; Owner.DoPostProcessProjectile(component); BulletStatusEffectItem batteryBullets = (BulletStatusEffectItem)PickupObjectDatabase.GetById(410); CoreDamageTypes damageType = batteryBullets.DamageTypesToAdd; if (batteryBullets.AddsDamageType) { component.damageTypes |= damageType; } GameObject particles = batteryBullets.ParticlesToAdd; if (particles) { GameObject particleObject = SpawnManager.SpawnVFX(particles, true); particleObject.transform.parent = component.transform; particleObject.transform.localPosition = new Vector3(0f, 0f, 0.5f); ParticleKiller particleComponent = particleObject.GetComponent <ParticleKiller>(); if (particleComponent != null) { particleComponent.Awake(); } } } } } yield return(null); } isFiring = false; this.m_aiActor.MovementSpeed = 5; this.attackTimer = this.TickDelay; if (Owner && Owner.PlayerHasActiveSynergy("If the robot's paid")) { float Nuts = Mathf.Min((float)Owner.carriedConsumables.Currency / 150, 1); this.attackTimer -= Nuts; } yield break; }
private void AuraAction(AIActor aiactor, float d) { BulletStatusEffectItem f = (BulletStatusEffectItem)PickupObjectDatabase.GetById(295); aiactor.ApplyEffect(f.FireModifierEffect, 1, null); }