public static void Add()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Grandfather Glock", "grandfatherglock");

            Game.Items.Rename("outdated_gun_mods:grandfather_glock", "nn:grandfather_glock");
            var behav = gun.gameObject.AddComponent <GrandfatherGlock>();

            behav.overrideNormalReloadAudio = "Play_BOSS_mineflayer_bellshot_01";
            behav.preventNormalReloadAudio  = true;
            gun.SetShortDescription("It's About Time");
            gun.SetLongDescription("Fires bullets in directions that correspond to it's hands in order to tell the current time." + "\n\nThe Gunslinger's clock was too large for the case," +
                                   "\nSo it sat ninety years on the floor." +
                                   "\nIt was longer by half than the old man himself," +
                                   "\nThough it weighed not a pennyweight more." +
                                   "\n\nIt was forged on the morn on the day that he was born," +
                                   "\nAnd was always his treasure and pride." +
                                   "\nBut it jammed, hard, never to shoot again," +
                                   "\nWhen the old man died.");

            gun.SetupSprite(null, "grandfatherglock_idle_001", 8);
            gun.gunSwitchGroup          = (PickupObjectDatabase.GetById(56) as Gun).gunSwitchGroup;
            gun.muzzleFlashEffects.type = VFXPoolType.None;


            gun.SetAnimationFPS(gun.shootAnimation, 12);

            for (int i = 0; i < 3; i++)
            {
                gun.AddProjectileModuleFrom(PickupObjectDatabase.GetById(56) as Gun, true, false);
            }
            //Easy Variables to Change all the Modules
            float AllModCooldown  = 0.35f;
            int   AllModClipshots = 12;


            int i2 = 0;

            foreach (ProjectileModule mod in gun.Volley.projectiles)
            {
                if (i2 <= 0) //Hour hand
                {
                    mod.ammoCost            = 0;
                    mod.sequenceStyle       = ProjectileModule.ProjectileSequenceStyle.Random;
                    mod.shootStyle          = ProjectileModule.ShootStyle.SemiAutomatic;
                    mod.cooldownTime        = AllModCooldown;
                    mod.angleVariance       = 0.1f;
                    mod.numberOfShotsInClip = AllModClipshots;

                    Projectile projectile = UnityEngine.Object.Instantiate <Projectile>(mod.projectiles[0]);
                    mod.projectiles[0] = projectile;
                    projectile.gameObject.SetActive(false);
                    FakePrefab.MarkAsFakePrefab(projectile.gameObject);
                    UnityEngine.Object.DontDestroyOnLoad(projectile);
                    projectile.baseData.damage      *= 5f;
                    projectile.baseData.speed       *= 0.6f;
                    projectile.baseData.range       *= 2f;
                    projectile.pierceMinorBreakables = true;
                    TimeBasedBulletAimer orAddComponent = projectile.gameObject.GetOrAddComponent <TimeBasedBulletAimer>();
                    orAddComponent.aimType = TimeBasedBulletAimer.ClockHandAimType.HOUR_HAND;
                    projectile.SetProjectileSpriteRight("grandfatherglock_hourhand_projectile", 19, 11, true, tk2dBaseSprite.Anchor.MiddleCenter, 18, 10);
                    i2++;
                }
                else if (i2 == 1) //Minute hand
                {
                    mod.ammoCost            = 1;
                    mod.sequenceStyle       = ProjectileModule.ProjectileSequenceStyle.Random;
                    mod.shootStyle          = ProjectileModule.ShootStyle.SemiAutomatic;
                    mod.cooldownTime        = AllModCooldown;
                    mod.angleVariance       = 0.1f;
                    mod.numberOfShotsInClip = AllModClipshots;

                    Projectile projectile = UnityEngine.Object.Instantiate <Projectile>(mod.projectiles[0]);
                    mod.projectiles[0] = projectile;
                    projectile.gameObject.SetActive(false);
                    FakePrefab.MarkAsFakePrefab(projectile.gameObject);
                    UnityEngine.Object.DontDestroyOnLoad(projectile);
                    projectile.baseData.damage      *= 3f;
                    projectile.baseData.speed       *= 0.7f;
                    projectile.pierceMinorBreakables = true;
                    projectile.baseData.range       *= 2f;
                    TimeBasedBulletAimer orAddComponent = projectile.gameObject.GetOrAddComponent <TimeBasedBulletAimer>();
                    orAddComponent.aimType = TimeBasedBulletAimer.ClockHandAimType.MINUTE_HAND;
                    projectile.SetProjectileSpriteRight("grandfatherglock_minutehand_projectile", 26, 9, true, tk2dBaseSprite.Anchor.MiddleCenter, 25, 8);
                    i2++;
                }
                else if (i2 >= 2) //Second hand
                {
                    mod.ammoCost            = 0;
                    mod.sequenceStyle       = ProjectileModule.ProjectileSequenceStyle.Random;
                    mod.shootStyle          = ProjectileModule.ShootStyle.SemiAutomatic;
                    mod.cooldownTime        = AllModCooldown;
                    mod.angleVariance       = 0.1f;
                    mod.numberOfShotsInClip = AllModClipshots;

                    Projectile projectile = UnityEngine.Object.Instantiate <Projectile>(mod.projectiles[0]);
                    mod.projectiles[0] = projectile;
                    projectile.gameObject.SetActive(false);
                    FakePrefab.MarkAsFakePrefab(projectile.gameObject);
                    UnityEngine.Object.DontDestroyOnLoad(projectile);
                    projectile.baseData.damage      *= 1f;
                    projectile.pierceMinorBreakables = true;
                    projectile.baseData.speed       *= 0.7f;
                    projectile.baseData.range       *= 2f;
                    //TrailController trail = projectile.gameObject.GetOrAddComponent<TrailController>();

                    TimeBasedBulletAimer orAddComponent = projectile.gameObject.GetOrAddComponent <TimeBasedBulletAimer>();
                    orAddComponent.aimType = TimeBasedBulletAimer.ClockHandAimType.SECOND_HAND;
                    projectile.SetProjectileSpriteRight("grandfatherglock_secondhand_projectile", 22, 5, true, tk2dBaseSprite.Anchor.MiddleCenter, 21, 4);
                    i2++;
                }
            }
            gun.reloadTime = 1.4f;
            gun.barrelOffset.transform.localPosition = new Vector3(1.37f, 0.68f, 0f);
            gun.SetBaseMaxAmmo(300);

            gun.DefaultModule.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType = CustomClipAmmoTypeToolbox.AddCustomAmmoType("Grandfather Glock Bullets", "NevernamedsItems/Resources/CustomGunAmmoTypes/grandfatherglock_clipfull", "NevernamedsItems/Resources/CustomGunAmmoTypes/grandfatherglock_clipempty");

            gun.gunClass = GunClass.SILLY;
            gun.quality  = PickupObject.ItemQuality.C;
            ETGMod.Databases.Items.Add(gun, null, "ANY");

            GrandfatherGlockID = gun.PickupObjectId;
        }
 public override void PostProcessProjectile(Projectile projectile)
 {
     if (projectile.Owner is PlayerController)
     {
         PlayerController owner = projectile.Owner as PlayerController;
         if (owner != null)
         {
             if (owner.PlayerHasActiveSynergy("Mechanical Hands"))
             {
                 BounceProjModifier bouncing = projectile.gameObject.GetOrAddComponent <BounceProjModifier>();
                 bouncing.bouncesTrackEnemies = true;
                 bouncing.numberOfBounces    += 1;
                 bouncing.bounceTrackRadius   = 100f;
             }
             if (owner.PlayerHasActiveSynergy("Six Sharp") || owner.PlayerHasActiveSynergy("Kellys Eye"))
             {
                 TimeBasedBulletAimer bulletmod = projectile.GetComponent <TimeBasedBulletAimer>();
                 if (bulletmod != null)
                 {
                     if (bulletmod.aimType == TimeBasedBulletAimer.ClockHandAimType.HOUR_HAND)
                     {
                         int hour = DateTime.Now.Hour;
                         if (hour > 12)
                         {
                             hour -= 12;
                         }
                         if (hour == 0)
                         {
                             hour = 12;
                         }
                         if (owner.PlayerHasActiveSynergy("Six Sharp") && hour.ToString().Contains("6"))
                         {
                             projectile.baseData.damage *= 3;
                         }
                         if (owner.PlayerHasActiveSynergy("Kellys Eye") && hour.ToString().Contains("1"))
                         {
                             projectile.baseData.damage *= 3;
                         }
                     }
                     if (bulletmod.aimType == TimeBasedBulletAimer.ClockHandAimType.MINUTE_HAND)
                     {
                         int minute = DateTime.Now.Minute;
                         if (owner.PlayerHasActiveSynergy("Kellys Eye") && minute.ToString().Contains("1"))
                         {
                             projectile.baseData.damage *= 3;
                         }
                         if (owner.PlayerHasActiveSynergy("Six Sharp") && minute.ToString().Contains("6"))
                         {
                             projectile.baseData.damage *= 3;
                         }
                     }
                     if (bulletmod.aimType == TimeBasedBulletAimer.ClockHandAimType.SECOND_HAND)
                     {
                         int second = DateTime.Now.Second;
                         if (owner.PlayerHasActiveSynergy("Kellys Eye") && second.ToString().Contains("1"))
                         {
                             projectile.baseData.damage *= 3;
                         }
                         if (owner.PlayerHasActiveSynergy("Six Sharp") && second.ToString().Contains("6"))
                         {
                             projectile.baseData.damage *= 3;
                         }
                     }
                 }
             }
         }
     }
     base.PostProcessProjectile(projectile);
 }