public void onEnteredCombat()
 {
     if (UnityEngine.Random.value < 0.25f)
     {
         ShouldSlowThisRoom = true;
     }
     else
     {
         ShouldSlowThisRoom = false;
     }
     if (ShouldSlowThisRoom)
     {
         List <AIActor> activeEnemies = Owner.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All);
         if (activeEnemies != null)
         {
             for (int i = 0; i < activeEnemies.Count; i++)
             {
                 AIActor aiactor = activeEnemies[i];
                 if (aiactor.IsNormalEnemy)
                 {
                     ApplyDirectStatusEffects.ApplyDirectSlow(aiactor.gameActor, 10000000000f, 0.75f, Color.white, Color.white, EffectResistanceType.None, "Goomperors Crown", false, false);
                 }
             }
         }
     }
 }
 public void AIActorMods(AIActor target)
 {
     if (ShouldSlowThisRoom)
     {
         if (target && target.aiActor && target.aiActor.EnemyGuid != null)
         {
             ApplyDirectStatusEffects.ApplyDirectSlow(target, 10000000000f, 0.75f, Color.white, Color.white, EffectResistanceType.None, "Goomperors Crown", false, false);
         }
     }
 }
 private void AddSlowEffect(Projectile arg1, SpeculativeRigidbody arg2, bool arg3)
 {
     if (arg2 != null && arg2.aiActor != null && Owner != null)
     {
         if (arg2 != null && arg2.healthHaver.IsAlive)
         {
             if (arg2.aiActor.EnemyGuid != "465da2bb086a4a88a803f79fe3a27677" && arg2.aiActor.EnemyGuid != "05b8afe0b6cc4fffa9dc6036fa24c8ec")
             {
                 Gun gun = ETGMod.Databases.Items["triple_crossbow"] as Gun;
                 GameActorSpeedEffect gameActorSpeedEffect = gun.DefaultModule.projectiles[0].speedEffect;
                 ApplyDirectStatusEffects.ApplyDirectSlow(arg2.gameActor, 20f, gameActorSpeedEffect.SpeedMultiplier, Color.white, Color.white, EffectResistanceType.None, "Snail Bullets", false, false);
             }
         }
     }
 }