void OnWeaponFired(BaseProjectile projectile, BasePlayer player, ItemModProjectile mod, ProtoBuf.ProjectileShoot projectiles) { Puts("------------START!-----------"); Puts("projectile: " + projectile.ToString()); Puts("projectile.NoiseRadius: " + projectile.NoiseRadius.ToString()); Puts("------------------------------"); Puts("player: " + player.ToString()); Puts("------------------------------"); Puts("mod: " + mod.ToString()); Puts("mod.projectileObject: " + mod.projectileObject.ToString()); Puts("mod.numProjectiles: " + mod.numProjectiles.ToString()); Puts("mod.projectileVelocity: " + mod.projectileVelocity.ToString()); Puts("mod.category: " + mod.category); Puts("mod.mods: " + mod.mods.ToString()); Puts("mod.ammoType: " + mod.ammoType.ToString()); Puts("mod.projectileSpread: " + mod.projectileSpread.ToString()); Puts("mod.projectileVelocitySpread: " + mod.projectileVelocitySpread.ToString()); Puts("mod.useCurve: " + mod.useCurve.ToString()); Puts("mod.spreadScalar: " + mod.spreadScalar.ToString()); Puts("mod.attackEffectOverride: " + mod.attackEffectOverride.ToString()); Puts("mod.barrelConditionLoss: " + mod.barrelConditionLoss.ToString()); Puts("------------------------------"); Puts("projectiles: " + projectiles.ToString()); Puts("projectiles.ammoType: " + projectiles.ammoType.ToString()); Puts("------------END!-----------"); }