public override void Start() { try { ETGModConsole.Log("Once More Into The Breach started initialising..."); //Rooms ZipFilePath = this.Metadata.Archive; FilePath = this.Metadata.Directory + "/rooms"; ModName = this.Metadata.Name; //Tools and Toolboxes StaticReferences.Init(); ExoticPlaceables.Init(); DungeonHandler.Init(); Tools.Init(); ShrineFakePrefabHooks.Init(); ShrineFactory.Init(); OldShrineFactory.Init(); FakePrefabHooks.Init(); ItemBuilder.Init(); CharApi.Init("nn"); CustomClipAmmoTypeToolbox.Init(); EnemyTools.Init(); NpcApi.Hooks.Init(); EnemyAPI.Hooks.Init(); SaveAPIManager.Setup("nn"); AudioResourceLoader.InitAudio(); CurseManager.Init(); ETGModMainBehaviour.Instance.gameObject.AddComponent <GlobalUpdate>(); ETGModMainBehaviour.Instance.gameObject.AddComponent <CustomDarknessHandler>(); GameOfLifeHandler.Init(); //ETGModMainBehaviour.Instance.gameObject.AddComponent<GameOfLifeHandler>(); //ETGModConsole.Log(Assembly.GetExecutingAssembly().FullName); //Challenges Challenges.Init(); //Hooks n Shit PlayerToolsSetup.Init(); EnemyHooks.InitEnemyHooks(); CompanionisedEnemyUtility.InitHooks(); MiscUnlockHooks.InitHooks(); FloorAndGenerationToolbox.Init(); PedestalHooks.Init(); ExplosionHooks.Init(); ChestToolbox.Inithooks(); UIHooks.Init(); ComplexProjModBeamCompatibility.Init(); ReloadBreachShrineHooks.Init(); metadata = this.Metadata; //VFX Setup VFXToolbox.InitVFX(); EasyVFXDatabase.Init(); //Needs to occur before goop definition ShadeFlightHookFix.Init(); //Status Effect Setup StaticStatusEffects.InitCustomEffects(); PlagueStatusEffectSetup.Init(); Confusion.Init(); //Goop Setup EasyGoopDefinitions.DefineDefaultGoops(); DoGoopEffectHook.Init(); //Commands and Other Console Utilities Commands.Init(); //Hats HatUtility.NecessarySetup(); HatDefinitions.Init(); //Gamemodes AllJammedState.Init(); JammedChests.Init(); //Exotic Object Shit //VFX LockdownStatusEffect.Initialise(); //Testing / Debug Items ActiveTestingItem.Init(); PassiveTestingItem.Init(); BulletComponentLister.Init(); ObjectComponentLister.Init(); //-----------------------------------------------------ITEMS GET INITIALISED #region ItemInitialisation //Character Starters ShadeHand.Init(); ShadeHeart.Init(); //Egg Salad and Prima Bean can go here, because they were the first EggSalad.Init(); PrimaBean.Init(); //Bullet modifiers BashingBullets.Init(); TitanBullets.Init(); MistakeBullets.Init(); FiftyCalRounds.Init(); UnengravedBullets.Init(); EngravedBullets.Init(); HardReloadBullets.Init(); NitroBullets.Init(); SupersonicShots.Init(); GlassRounds.Init(); Junkllets.Init(); BloodthirstyBullets.Init(); CleansingRounds.Init(); HallowedBullets.Init(); PromethianBullets.Init(); EpimethianBullets.Init(); RandoRounds.Init(); IngressBullets.Init(); //Unfinished HematicRounds.Init(); FullArmourJacket.Init(); MirrorBullets.Init(); CrowdedClip.Init(); BashfulShot.Init(); OneShot.Init(); BulletBullets.Init(); AntimatterBullets.Init(); SpectreBullets.Init(); Tabullets.Init(); TierBullets.Init(); //Unfinished BombardierShells.Init(); GildedLead.Init(); DemoterBullets.Init(); Voodoollets.Init(); TracerRound.Init(); EndlessBullets.Init(); HellfireRounds.Init(); Birdshot.Init(); Unpredictabullets.Init(); WarpBullets.Init(); BulletsWithGuns.Init(); LaserBullets.Init(); BalancedBullets.Init(); //Unfinished WoodenBullets.Init(); ComicallyGiganticBullets.Init(); //Excluded KnightlyBullets.Init(); EmptyRounds.Init(); LongswordShot.Init(); DrillBullets.Init(); FoamDarts.Init(); BatterBullets.Init(); ElectrumRounds.Init(); BreachingRounds.Init(); MagnetItem.Init(); EargesplittenLoudenboomerRounds.Init(); TheShell.Init(); //Status Effect Bullet Mods SnailBullets.Init(); LockdownBullets.Init(); PestiferousLead.Init(); Shrinkshot.Init(); //Volley Modifying Bullet Mods Splattershot.Init(); BackwardsBullets.Init(); CrossBullets.Init(); ShadeShot.Init(); //Insta-Kill Bullet Modifiers MinersBullets.Init(); AntimagicRounds.Init(); AlkaliBullets.Init(); ShutdownShells.Init(); ERRORShells.Init(); OsteoporosisBullets.Init(); //NonBullet Stat Changers MicroAIContact.Init(); LuckyCoin.Init(); IronSights.Init(); Lewis.Init(); MysticOil.Init(); VenusianBars.Init(); NumberOneBossMug.Init(); LibramOfTheChambers.Init(); OrganDonorCard.Init(); GlassGod.Init(); ChaosRuby.Init(); BlobulonRage.Init(); OverpricedHeadband.Init(); GunslingerEmblem.Init(); MobiusClip.Init(); ClipOnAmmoPouch.Init(); JawsOfDefeat.Init(); //Armour ArmourBandage.Init(); GoldenArmour.Init(); ExoskeletalArmour.Init(); PowerArmour.Init(); ArmouredArmour.Init(); //Consumable Givers LooseChange.Init(); SpaceMetal.Init(); //Blank Themed Items TrueBlank.Init(); FalseBlank.Init(); SpareBlank.Init(); OpulentBlank.Init(); GrimBlanks.Init(); NNBlankPersonality.Init(); Blombk.Init(); Blankh.Init(); //Key Themed Items BlankKey.Init(); SharpKey.Init(); SpareKey.Init(); KeyChain.Init(); KeyBullwark.Init(); KeyBulletEffigy.Init(); FrostKey.Init(); ShadowKey.Init(); Keygen.Init(); CursedTumbler.Init(); //Ammo Box Themed Items TheShellactery.Init(); BloodyAmmo.Init(); MengerAmmoBox.Init(); AmmoTrap.Init(); //Boxes and Stuff BloodyBox.Init(); MaidenShapedBox.Init(); Toolbox.Init(); PocketChest.Init(); DeliveryBox.Init(); Wonderchest.Init(); //Heart themed items HeartPadlock.Init(); Mutagen.Init(); ForsakenHeart.Init(); HeartOfGold.Init(); GooeyHeart.Init(); ExaltedHeart.Init(); CheeseHeart.Init(); TinHeart.Init(); //Chambers BarrelChamber.Init(); GlassChamber.Init(); FlameChamber.Init(); Recyclinder.Init(); Nitroglycylinder.Init(); SpringloadedChamber.Init(); WitheringChamber.Init(); HeavyChamber.Init(); CyclopeanChamber.Init(); //Table Techs TableTechTable.Init(); TableTechSpeed.Init(); TableTechInvulnerability.Init(); TableTechAmmo.Init(); TableTechGuon.Init(); TableTechNology.Init(); UnsTableTech.Init(); //Guon Stones WoodGuonStone.Init(); YellowGuonStone.Init(); GreyGuonStone.Init(); GoldGuonStone.Init(); BrownGuonStone.Init(); CyanGuonStone.Init(); IndigoGuonStone.Init(); SilverGuonStone.Init(); MaroonGuonStone.Init(); UltraVioletGuonStone.Init(); InfraredGuonStone.Init(); RainbowGuonStone.Init(); KaleidoscopicGuonStone.Init(); GuonBoulder.Init(); BloodglassGuonStone.Init(); //Ammolets GlassAmmolet.Init(); WickerAmmolet.Init(); FuriousAmmolet.Init(); SilverAmmolet.Init(); IvoryAmmolet.Init(); KinAmmolet.Init(); Autollet.Init(); Keymmolet.Init(); Ammolock.Init(); HepatizonAmmolet.Init(); BronzeAmmolet.Init(); PearlAmmolet.Init(); NeutroniumAmmolet.Init(); Shatterblank.Init(); // Boots CycloneCylinder.Init(); BootLeg.Init(); BlankBoots.Init(); BulletBoots.Init(); //Bracelets and Jewelry DiamondBracelet.Init(); PearlBracelet.Init(); PanicPendant.Init(); GunknightAmulet.Init(); AmuletOfShelltan.Init(); //Rings RingOfOddlySpecificBenefits.Init(); FowlRing.Init(); RingOfAmmoRedemption.Init(); RiskyRing.Init(); WidowsRing.Init(); ShadowRing.Init(); RingOfInvisibility.Init(); //Holsters BlackHolster.Init(); TheBeholster.Init(); HiveHolster.Init(); ShoulderHolster.Init(); ArtilleryBelt.Init(); BulletShuffle.Init(); //Companions MolotovBuddy.Init(); BabyGoodChanceKin.Init(); Potty.Init(); Peanut.Init(); DarkPrince.Init(); Diode.Init(); DroneCompanion.Init(); GregTheEgg.Init(); FunGuy.Init(); BabyGoodDet.Init(); AngrySpirit.Init(); Gusty.Init(); ScrollOfExactKnowledge.Init(); LilMunchy.Init(); //Potions / Jars SpeedPotion.Init(); LovePotion.Init(); HoneyPot.Init(); ChemicalBurn.Init(); WitchsBrew.Init(); Nigredo.Init(); Albedo.Init(); Citrinitas.Init(); Rubedo.Init(); HoleyWater.Init(); //Remotes ReinforcementRadio.Init(); //Medicine BloodThinner.Init(); BoosterShot.Init(); ShotInTheArm.Init(); //Knives and Blades DaggerOfTheAimgel.Init(); CombatKnife.Init(); Bayonet.Init(); //Books BookOfMimicAnatomy.Init(); KalibersPrayer.Init(); GunidaeSolvitHaatelis.Init(); //Maps MapFragment.Init(); TatteredMap.Init(); //Clothing CloakOfDarkness.Init(); TimeFuddlersRobe.Init(); //Eyes CartographersEye.Init(); BloodshotEye.Init(); ShadesEye.Init(); KalibersEye.Init(); //Hands Lefthandedness.Init(); NecromancersRightHand.Init(); //Bombs InfantryGrenade.Init(); DiceGrenade.Init(); //True Misc Lvl2Molotov.Init(); GoldenAppleCore.Init(); AppleCore.Init(); AppleActive.Init(); LibationtoIcosahedrax.Init(); //Unfinished BagOfHolding.Init(); ItemCoupon.Init(); IdentityCrisis.Init(); LiquidMetalBody.Init(); GunGrease.Init(); BomberJacket.Init(); DragunsScale.Init(); GTCWTVRP.Init(); BlightShell.Init(); BulletKinPlushie.Init(); Kevin.Init(); PurpleProse.Init(); RustyCasing.Init(); HikingPack.Init(); GunpowderPheromones.Init(); GunsmokePerfume.Init(); Pestilence.Init(); ElevatorButton.Init(); Bullut.Init(); GSwitch.Init(); FaultyHoverboots.Init(); //Unfinished AcidAura.Init(); HornedHelmet.Init(); RocketMan.Init(); Roulette.Init(); //Unfinished FinishedBullet.Init(); ChanceKinEffigy.Init(); MagickeCauldron.Init(); Bombinomicon.Init(); ClaySculpture.Init(); GracefulGoop.Init(); MrFahrenheit.Init(); MagicQuiver.Init(); FocalLenses.Init(); MagicMissile.Init(); AmberDie.Init(); ObsidianPistol.Init(); Showdown.Init(); LootEngineItem.Init(); Ammolite.Init(); PortableHole.Init(); CardinalsMitre.Init(); GunjurersBelt.Init(); GoomperorsCrown.Init(); ChemGrenade.Init(); EightButton.Init(); TitaniumClip.Init(); PaperBadge.Init(); Permafrost.Init(); GlassShard.Init(); EqualityItem.Init(); BitBucket.Init(); Eraser.Init(); TackShooter.Init(); Moonrock.Init(); Telekinesis.Init(); TabletOfOrder.Init(); LeadSoul.Init(); LeadOfLife.Init(); AWholeBulletKin.Init(); #endregion //-----------------------------------------------------GUNS GET INITIALISED #region GunInitialisation //UNFINISHED / TEST GUNS WailingMagnum.Add(); Defender.Add(); TestGun.Add(); Gunycomb.Add(); GlobbitSMALL.Add(); GlobbitMED.Add(); GlobbitMEGA.Add(); //GUNS //CHARACTERSTARTERS ElderMagnum.Add(); //REVOLVERS FlayedRevolver.Add(); G20.Add(); MamaGun.Add(); LovePistol.Add(); DiscGun.Add(); Repeatovolver.Add(); Pista.Add(); NNGundertale.Add(); DiamondGun.Add(); NNMinigun.Add(); ShroomedGun.Add(); GoldenRevolver.Add(); Nocturne.Add(); BackWarder.Add(); Redhawk.Add(); ToolGun.Add(); //GENERAL HANDGUNS StickGun.Add(); Glock42.Add(); StarterPistol.Add(); PopGun.Add(); UnusCentum.Add(); StunGun.Add(); CopperSidearm.Add(); Rekeyter.Add(); HotGlueGun.Add(); UpNUp.Add(); RedRobin.Add(); VariableGun.Add(); CrescendoBlaster.Add(); Glasster.Add(); HandGun.Add(); Viper.Add(); DiamondCutter.Add(); MarchGun.Add(); RebarGun.Add(); MinuteGun.Add(); Ulfberht.Add(); HeadOfTheOrder.Add(); GunOfAThousandSins.Add(); DoubleGun.Add(); //SHOTGUNS JusticeGun.Add(); Orgun.Add(); Octagun.Add(); ClownShotgun.Add(); Ranger.Add(); RustyShotgun.Add(); TheBride.Add(); TheGroom.Add(); IrregularShotgun.Add(); GrenadeShotgun.Add(); Jackhammer.Add(); SaltGun.Add(); SoapGun.Add(); //CANNONS Felissile.Add(); HandCannon.Add(); Lantaka.Add(); GreekFire.Add(); EmberCannon.Add(); ElysiumCannon.Add(); DisplacerCannon.Add(); //SCI-FI GUNS Blasmaster.Add(); St4ke.Add(); RedBlaster.Add(); BeamBlade.Add(); Neutrino.Add(); Rico.Add(); TheThinLine.Add(); RocketPistol.Add(); Repetitron.Add(); Dimensionaliser.Add(); Purpler.Add(); VacuumGun.Add(); Oxygun.Add(); TriBeam.Add(); KineticBlaster.Add(); LaserWelder.Add(); QBeam.Add(); HighVelocityRifle.Add(); Demolitionist.Add(); PumpChargeShotgun.Add(); TheOutbreak.Add(); Multiplicator.Add(); PunishmentRay.Add(); YBeam.Add(); WallRay.Add(); BolaGun.Add(); AlphaBeam.Add(); Glazerbeam.Add(); StasisRifle.Add(); Gravitron.Add(); Ferrobolt.Add(); TauCannon.Add(); GravityGun.Add(); GalaxyCrusher.Add(); //ARC Weapons ARCPistol.Add(); ARCShotgun.Add(); ARCRifle.Add(); ARCTactical.Add(); ARCCannon.Add(); //BOWS AND CROSSBOWS IceBow.Add(); Boltcaster.Add(); Clicker.Add(); //ANTIQUES WheelLock.Add(); Welrod.Add(); Welgun.Add(); TheLodger.Add(); Gonne.Add(); Hwacha.Add(); FireLance.Add(); HandMortar.Add(); GrandfatherGlock.Add(); GatlingGun.Add(); Blowgun.Add(); Gaxe.Add(); WoodenHorse.Add(); AgarGun.Add(); //KNIVES AND BLADES Carnwennan.Add(); MantidAugment.Add(); //REALISTIC GUNS HeatRay.Add(); BarcodeScanner.Add(); AntimaterielRifle.Add(); Primos1.Add(); DartRifle.Add(); AM0.Add(); RiskRifle.Add(); RiotGun.Add(); Kalashnirang.Add(); MaidenRifle.Add(); Blizzkrieg.Add(); Copygat.Add(); Skorpion.Add(); HeavyAssaultRifle.Add(); DynamiteLauncher.Add(); MarbledUzi.Add(); BurstRifle.Add(); OlReliable.Add(); //MISSILE LAUNCHERS BottleRocket.Add(); NNBazooka.Add(); BoomBeam.Add(); Pillarocket.Add(); //ANIMAL / ORGANIC GUNS SporeLauncher.Add(); PoisonDartFrog.Add(); Corgun.Add(); FungoCannon.Add(); PhaserSpiderling.Add(); Guneonate.Add(); KillithidTendril.Add(); Gunger.Add(); SickWorm.Add(); MiniMonger.Add(); CarrionFormeTwo.Add(); CarrionFormeThree.Add(); Carrion.Add(); UterinePolyp.Add(); Wrinkler.Add(); //BLADES ButchersKnife.Add(); RapidRiposte.Add(); //FUN GUNS Gumgun.Add(); Glooper.Add(); Accelerator.Add(); PaintballGun.Add(); Converter.Add(); Spiral.Add(); Gunshark.Add(); FingerGuns.Add(); OBrienFist.Add(); GolfRifle.Add(); Pandephonium.Add(); Sweeper.Add(); DeskFan.Add(); Pencil.Add(); SquarePeg.Add(); Ringer.Add(); Snaker.Add(); GayK47.Add(); DecretionCarbine.Add(); RC360.Add(); UziSpineMM.Add(); Autogun.Add(); Rebondir.Add(); BigShot.Add(); W3irdstar.Add(); Seismograph.Add(); BioTranstater2100.Add(); //MAGICAL GUNS Icicle.Add(); GunjurersStaff.Add(); InitiateWand.Add(); LightningRod.Add(); OrbOfTheGun.Add(); SpearOfJustice.Add(); Protean.Add(); BulletBlade.Add(); Bookllet.Add(); Lorebook.Add(); Beastclaw.Add(); Bullatterer.Add(); Entropew.Add(); Missinguno.Add(); Paraglocks.Add(); //CONSUMABLE FIRING GUNS Creditor.Add(); Blankannon.Add(); Viscerifle.Add(); //ENDPAGE GUNS MastersGun.Add(); Wrench.Add(); Pumhart.Add(); //SYNERGY FORME GUNS GunsharkMegasharkSynergyForme.Add(); DiscGunSuperDiscForme.Add(); OrgunHeadacheSynergyForme.Add(); Wolfgun.Add(); MinigunMiniShotgunSynergyForme.Add(); PenPencilSynergy.Add(); ReShelletonKeyter.Add(); AM0SpreadForme.Add(); BulletBladeGhostForme.Add(); GlueGunGlueGunnerSynergy.Add(); KingBullatterer.Add(); WrenchNullRefException.Add(); GatlingGunGatterUp.Add(); GravityGunNegativeMatterForm.Add(); GonneElder.Add(); UterinePolypWombular.Add(); DiamondGaxe.Add(); RedRebondir.Add(); DiamondCutterRangerClass.Add(); StickGunQuickDraw.Add(); StormRod.Add(); UnrustyShotgun.Add(); #endregion //-----------------------------------------------------SHRINES GET INITIALISED #region ShrineInitialisation InvestmentShrine.Add(); RelodinShrine.Add(); DagunShrine.Add(); ArtemissileShrine.Add(); ExecutionerShrine.Add(); TurtleShrine.Add(); KliklokShrine.Add(); #endregion //-----------------------------------------------------NPCS GET INITIALISED #region NPCInitialisation Rusty.Init(); Ironside.Init(); Boomhildr.Init(); #endregion ChromaGun.Add(); //GOOD MIMIC (NEEDS TO BE INITIALISED LATER) GoodMimic.Add(); //Characters var data = Loader.BuildCharacter("NevernamedsItems/Characters/Shade", CustomPlayableCharacters.Shade, new Vector3(12.3f, 21.3f), false, new Vector3(13.1f, 19.1f), false, false, true, true, //Sprites used by paradox false, //Glows null, //Glow Mat null, //Alt Skin Glow Mat 0, //Hegemony Cost false, //HasPast ""); //Past ID String //Other Features MasteryReplacementOub.InitDungeonHook(); CadenceAndOxShopPoolAdditions.Init(); CustomHuntingQuest.Init(); //NPCS TheJammomaster.Add(); //Carto.Add(); ShrineFactory.PlaceBreachShrines(); //Synergy Setup, Synergy Formes, Dual Wielding, and any changes to Basegame Guns InitialiseSynergies.DoInitialisation(); SynergyFormInitialiser.AddSynergyForms(); ExistantGunModifiers.Init(); ChamberGunAPI.Init("OnceMoreIntoTheBreach"); //Late Hooks AmmoPickupHooks.Init(); HealthPickupHooks.Init(); ETGModConsole.Commands.AddUnit("nndebugflow", (args) => { DungeonHandler.debugFlow = !DungeonHandler.debugFlow; string status = DungeonHandler.debugFlow ? "enabled" : "disabled"; string color = DungeonHandler.debugFlow ? "00FF00" : "FF0000"; ETGModConsole.Log($"OMITB flow {status}", false); }); //PoopySchloopy /* Dungeon keepDungeon = DungeonDatabase.GetOrLoadByName("base_jungle"); * if (keepDungeon == null) ETGModConsole.Log("Jungle null!"); * if (keepDungeon && keepDungeon.PatternSettings != null) * { * if (keepDungeon.PatternSettings.flows != null && keepDungeon.PatternSettings.flows.Count > 0) * { * if (keepDungeon.PatternSettings.flows[0].fallbackRoomTable) * { * if (keepDungeon.PatternSettings.flows[0].fallbackRoomTable.includedRooms != null) * { * if (keepDungeon.PatternSettings.flows[0].fallbackRoomTable.includedRooms.elements != null) * { * foreach (WeightedRoom wRoom in keepDungeon.PatternSettings.flows[0].fallbackRoomTable.includedRooms.elements) * { * * if (wRoom.room != null && !string.IsNullOrEmpty(wRoom.room.name)) * { * ETGModConsole.Log(wRoom.room.name); * } * } * } * else ETGModConsole.Log("No elements"); * } * else ETGModConsole.Log("No included rooms"); * } * else ETGModConsole.Log("No fallback room table"); * } * else ETGModConsole.Log("Flow was null or empty"); * } * else ETGModConsole.Log("Pattern settings null"); * keepDungeon = null;*/ ETGMod.StartGlobalCoroutine(this.delayedstarthandler()); ETGModConsole.Log("'If you're reading this, I must have done something right' - NN"); } catch (Exception e) { ETGModConsole.Log(e.Message); ETGModConsole.Log(e.StackTrace); } }
public static void Add() { Gun gun = ETGMod.Databases.Items.NewGun("Gumgun", "gumgun"); Game.Items.Rename("outdated_gun_mods:gumgun", "nn:gumgun"); gun.gameObject.AddComponent <Gumgun>(); gun.SetShortDescription("Wumderful"); gun.SetLongDescription("Fires globs of gum at your foes." + "\nHolding down fire causes it to enter 'Gumzooka' mode." + "\n\nThis tiny handcannon was designed for use by small creatures with no hands." + "\nCan you still call it a handcannon then?"); gun.SetupSprite(null, "gumgun_idle_001", 8); gun.SetAnimationFPS(gun.shootAnimation, 15); gun.SetAnimationFPS(gun.chargeAnimation, 3); gun.gunSwitchGroup = (PickupObjectDatabase.GetById(13) as Gun).gunSwitchGroup; gun.gunHandedness = GunHandedness.HiddenOneHanded; gun.AddProjectileModuleFrom(PickupObjectDatabase.GetById(56) as Gun, true, false); gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).wrapMode = tk2dSpriteAnimationClip.WrapMode.LoopSection; gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).loopStart = 1; //GUN STATS gun.DefaultModule.ammoCost = 1; gun.DefaultModule.shootStyle = ProjectileModule.ShootStyle.Charged; gun.DefaultModule.sequenceStyle = ProjectileModule.ProjectileSequenceStyle.Random; gun.reloadTime = 1.1f; gun.muzzleFlashEffects = (PickupObjectDatabase.GetById(334) as Gun).muzzleFlashEffects; gun.gunClass = GunClass.CHARGE; gun.DefaultModule.cooldownTime = 0.2f; gun.DefaultModule.numberOfShotsInClip = 25; gun.barrelOffset.transform.localPosition = new Vector3(0.56f, 0.31f, 0f); gun.SetBaseMaxAmmo(300); gun.ammo = 300; //BULLET STATS Projectile projectile = UnityEngine.Object.Instantiate <Projectile>(gun.DefaultModule.projectiles[0]); projectile.gameObject.SetActive(false); FakePrefab.MarkAsFakePrefab(projectile.gameObject); UnityEngine.Object.DontDestroyOnLoad(projectile); RandomiseProjectileColourComponent colour = projectile.gameObject.GetOrAddComponent <RandomiseProjectileColourComponent>(); projectile.baseData.damage *= 1.4f; projectile.AnimateProjectile(new List <string> { "gumgun_smallproj_001", "gumgun_smallproj_002", "gumgun_smallproj_001", "gumgun_smallproj_003", }, 10, true, new List <IntVector2> { new IntVector2(13, 10), new IntVector2(15, 8), new IntVector2(13, 10), new IntVector2(11, 12), }, AnimateBullet.ConstructListOfSameValues(false, 4), AnimateBullet.ConstructListOfSameValues(tk2dBaseSprite.Anchor.MiddleCenter, 4), AnimateBullet.ConstructListOfSameValues(true, 4), AnimateBullet.ConstructListOfSameValues(false, 4), AnimateBullet.ConstructListOfSameValues <Vector3?>(null, 4), AnimateBullet.ConstructListOfSameValues <IntVector2?>(new IntVector2(12, 9), 4), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 4), AnimateBullet.ConstructListOfSameValues <Projectile>(null, 4)); //CHARGE BULLET STATS Projectile chargeprojectile = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(56) as Gun).DefaultModule.projectiles[0]); chargeprojectile.gameObject.SetActive(false); FakePrefab.MarkAsFakePrefab(chargeprojectile.gameObject); UnityEngine.Object.DontDestroyOnLoad(chargeprojectile); RandomiseProjectileColourComponent colour2 = chargeprojectile.gameObject.GetOrAddComponent <RandomiseProjectileColourComponent>(); chargeprojectile.baseData.damage *= 4; chargeprojectile.AnimateProjectile(new List <string> { "gumgun_bigproj_001", "gumgun_bigproj_002", "gumgun_bigproj_001", "gumgun_bigproj_003", }, 10, true, new List <IntVector2> { new IntVector2(21, 14), new IntVector2(23, 12), new IntVector2(21, 14), new IntVector2(19, 16), }, AnimateBullet.ConstructListOfSameValues(false, 4), AnimateBullet.ConstructListOfSameValues(tk2dBaseSprite.Anchor.MiddleCenter, 4), AnimateBullet.ConstructListOfSameValues(true, 4), AnimateBullet.ConstructListOfSameValues(false, 4), AnimateBullet.ConstructListOfSameValues <Vector3?>(null, 4), AnimateBullet.ConstructListOfSameValues <IntVector2?>(new IntVector2(14, 8), 4), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 4), AnimateBullet.ConstructListOfSameValues <Projectile>(null, 4)); ProjectileModule.ChargeProjectile chargeProj1 = new ProjectileModule.ChargeProjectile { Projectile = projectile, ChargeTime = 0f, VfxPool = null, }; ProjectileModule.ChargeProjectile chargeProj2 = new ProjectileModule.ChargeProjectile { Projectile = chargeprojectile, ChargeTime = 1f, }; gun.DefaultModule.chargeProjectiles = new List <ProjectileModule.ChargeProjectile> { chargeProj1, chargeProj2 }; gun.quality = PickupObject.ItemQuality.C; ETGMod.Databases.Items.Add(gun, null, "ANY"); GumgunID = gun.PickupObjectId; Gumgun.BuildDenkSnavelPrefab(); }