Exemple #1
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        //public IEnumerator ProjectileMultihit(Transform target,float dmg,bool headshot, UnityAction dmgScript, int invcationCount )
        //{
        //	for (int i = 0; i < invcationCount; i++)
        //	{
        //		yield return null;
        //		dmgScript.Invoke();
        //		ModdedPlayer.instance.DoAreaDamage(target.root, dmg);
        //		ModdedPlayer.instance.OnHit();
        //		ModdedPlayer.instance.OnHit_Ranged(target);
        //	}
        //}

        public IEnumerator AsyncSendRandomItemDrops(int count, EnemyProgression.Enemy type, long bounty, ModSettings.Difficulty difficulty, Vector3 position)
        {
            for (int i = 0; i < count; i++)
            {
                yield return(null);

                yield return(null);

                Network.NetworkManager.SendItemDrop(ItemDataBase.GetRandomItem(bounty, type, difficulty), position + Vector3.up * (2f + i / 4) + Random.Range(-1, 1) * Vector3.forward + Random.Range(-1, 1) * Vector3.right, ItemPickUp.DropSource.EnemyOnDeath);
            }
        }
Exemple #2
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        public IEnumerator AsyncSendRandomItemDrops(int count, EnemyProgression.Enemy type, long bounty, Vector3 position)
        {
            for (int i = 0; i < count; i++)
            {
                yield return(null);

                yield return(null);

                yield return(null);

                yield return(null);

                yield return(null);

                Network.NetworkManager.SendItemDrop(ItemDataBase.GetRandomItem(bounty, type), position + Vector3.up * (2f + i / 4));
            }
        }
Exemple #3
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 public void DropSettings_OnlyCannibals()
 {
     lootTable =
         EnemyProgression.Enemy.NormalMale | EnemyProgression.Enemy.NormalLeaderMale | EnemyProgression.Enemy.NormalFemale | EnemyProgression.Enemy.NormalSkinnyMale | EnemyProgression.Enemy.NormalSkinnyFemale | EnemyProgression.Enemy.PaleMale | EnemyProgression.Enemy.PaleSkinnyMale | EnemyProgression.Enemy.PaleSkinnedMale | EnemyProgression.Enemy.PaleSkinnedSkinnyMale | EnemyProgression.Enemy.PaintedMale | EnemyProgression.Enemy.PaintedLeaderMale | EnemyProgression.Enemy.PaintedFemale | EnemyProgression.Enemy.Fireman;
 }
Exemple #4
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 public void DropSettings_OnlyCreepy()
 {
     lootTable = EnemyProgression.Enemy.RegularArmsy | EnemyProgression.Enemy.PaleArmsy | EnemyProgression.Enemy.RegularVags | EnemyProgression.Enemy.PaleVags | EnemyProgression.Enemy.Cowman | EnemyProgression.Enemy.Baby | EnemyProgression.Enemy.Girl | EnemyProgression.Enemy.Worm | EnemyProgression.Enemy.Megan;
 }
Exemple #5
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 public void DropSettings_OnlyMegan()
 {
     lootTable = EnemyProgression.Enemy.Megan;
 }
Exemple #6
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 public void DropSettings_OnlyBaby()
 {
     lootTable = EnemyProgression.Enemy.Baby;
 }
Exemple #7
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 public void DropSettings_OnlyCow()
 {
     lootTable = EnemyProgression.Enemy.Cowman;
 }
Exemple #8
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 public void DropSettings_OnlyVags()
 {
     lootTable = EnemyProgression.Enemy.PaleVags | EnemyProgression.Enemy.RegularVags;
 }
Exemple #9
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 //Sets the item to drop from only a specyfic group of enemies
 public void DropSettings_OnlyArmsy()
 {
     lootTable = EnemyProgression.Enemy.RegularArmsy | EnemyProgression.Enemy.PaleArmsy;
 }
Exemple #10
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 /// <summary>
 /// set to this by default
 /// </summary>
 private void LootsFromAssignDefault()
 {
     //Lootable from everything
     lootTable = (EnemyProgression.Enemy) 0b1111111111111111111111;
 }
Exemple #11
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 public static void SendRandomItemDrops(int count, EnemyProgression.Enemy type, long bounty, Vector3 position)
 {
     instance.StartCoroutine(Player.RCoroutines.i.AsyncSendRandomItemDrops(count, type, bounty, position));
 }