public void SendShot(SendShotToServerEvent evt, UnblockedHammerNode hammer) { SelfHammerShotEvent eventInstance = new SelfHammerShotEvent { RandomSeed = hammer.hammerPelletCone.ShotSeed, ShotDirection = evt.TargetingData.BestDirection.Dir }; base.ScheduleEvent(eventInstance, hammer); }
public void SendShot(SendShotToServerEvent evt, UnblockedWeaponNode weaponNode) { SelfShotEvent eventInstance = new SelfShotEvent(); if (evt.TargetingData.BestDirection != null) { eventInstance.ShotDirection = evt.TargetingData.BestDirection.Dir; } else { eventInstance.ShotDirection = new MuzzleLogicAccessor(weaponNode.muzzlePoint, weaponNode.weaponInstance).GetFireDirectionWorld(); } base.ScheduleEvent(eventInstance, weaponNode); }
public void RequestBulletBuild(SendShotToServerEvent evt, UnblockedWeaponNode weaponNode) { base.ScheduleEvent(new BulletBuildEvent(evt.TargetingData.BestDirection.Dir), weaponNode); }