public override void OnPostFired(PlayerController owner, Gun boomrevolver) { int barrel = UnityEngine.Random.Range(-3, 3); int barrel2 = UnityEngine.Random.Range(-3, 3); int carry = UnityEngine.Random.Range(-30, 30); int carry2 = UnityEngine.Random.Range(-30, 30); boomrevolver.barrelOffset.transform.localPosition = new Vector3(barrel, barrel2, 0f); boomrevolver.carryPixelOffset = new IntVector2(carry, carry2); Bugun.ThisIsBasicallyCelsRNGUNButTakenToASillyLevel(); }
protected void Update() { bool flag = this.gun.CurrentOwner; if (flag) { bool flag2 = !this.gun.IsReloading && !this.HasReloaded; if (flag2) { Bugun.ThisIsBasicallyCelsRNGUNButTakenToASillyLevel(); this.HasReloaded = true; } } }
public static void LateStart1(Action <Foyer> orig, Foyer self1) { orig(self1); Bugun.ThisIsBasicallyCelsRNGUNButTakenToASillyLevel(); bool flag = BunnyModule.hasInitialized; if (!flag) { ArtifactMonger.Add(); WhisperShrine.Add(); DeicideShrine.Add(); JammedSquire.Add(); { ShrineFactory.PlaceBnyBreachShrines(); } BunnyModule.hasInitialized = true; } //ShrineFactory.PlaceBnyBreachShrines(); }
public static void Add() { Gun boomrevolver = ETGMod.Databases.Items.NewGun("Bugun", "bugun"); Game.Items.Rename("outdated_gun_mods:bugun", "bny:bugun"); boomrevolver.gameObject.AddComponent <Bugun>(); GunExt.SetShortDescription(boomrevolver, "Oh god what the hell?"); GunExt.SetLongDescription(boomrevolver, "A gun so detached from this reality that it has merged with another dimension. "); GunExt.SetupSprite(boomrevolver, null, "bugun_idle_001", 19); GunExt.SetAnimationFPS(boomrevolver, boomrevolver.shootAnimation, 15); GunExt.SetAnimationFPS(boomrevolver, boomrevolver.reloadAnimation, 5); GunExt.SetAnimationFPS(boomrevolver, boomrevolver.idleAnimation, 10); GunExt.AddProjectileModuleFrom(boomrevolver, "ak-47", true, false); Bugun.bugun = boomrevolver; //boomrevolver.gunSwitchGroup = (PickupObjectDatabase.GetRandomGun() as Gun).gunSwitchGroup; //boomrevolver.muzzleFlashEffects = (PickupObjectDatabase.GetRandomGun() as Gun).muzzleFlashEffects; boomrevolver.DefaultModule.ammoCost = 1; boomrevolver.DefaultModule.shootStyle = ProjectileModule.ShootStyle.SemiAutomatic; boomrevolver.DefaultModule.sequenceStyle = ProjectileModule.ProjectileSequenceStyle.Random; boomrevolver.reloadTime = 1.2f; boomrevolver.DefaultModule.cooldownTime = .07f; boomrevolver.DefaultModule.numberOfShotsInClip = 10; boomrevolver.SetBaseMaxAmmo(450); boomrevolver.quality = PickupObject.ItemQuality.C; boomrevolver.DefaultModule.angleVariance = 5f; boomrevolver.sprite.usesOverrideMaterial = true; boomrevolver.encounterTrackable.EncounterGuid = "NullReferenceException: Object Reference not set to an instance of an object."; Projectile projectile = UnityEngine.Object.Instantiate <Projectile>(boomrevolver.DefaultModule.projectiles[0]); projectile.gameObject.SetActive(false); FakePrefab.MarkAsFakePrefab(projectile.gameObject); UnityEngine.Object.DontDestroyOnLoad(projectile); boomrevolver.DefaultModule.projectiles[0] = projectile; projectile.shouldRotate = true; projectile.baseData.damage = 11f; projectile.baseData.speed *= 1f; projectile.transform.parent = boomrevolver.barrelOffset; ETGMod.Databases.Items.Add(boomrevolver, null, "ANY"); Bugun.ThisIsBasicallyCelsRNGUNButTakenToASillyLevel(); }
// Token: 0x0600001B RID: 27 RVA: 0x000028E8 File Offset: 0x00000AE8 public override void Start() { ItemAPI.Tools.Init(); StaticReferences.Init(); ShrineFakePrefabHooks.Init(); ShrineFactory.Init(); BreachShopTool.DoSetup(); BossBuilder.Init() ; MultiActiveReloadManager.SetupHooks(); ItemBuilder.Init(); HookYeah.Init(); //FakePrefabHooks.Init(); GungeonAPI.Tools.Init(); //GungeonAP.Init(); //FakePrefabHooks.Init(); //ShrineFactory.Init(); //ShrineFactory.PlaceBnyBreachShrines(); //TestActiveItem.Init(); //VengeanceVlone.Init(); //ShatterEffect.Initialise(); ShrineOfTheLeadLord.Add(); ChaosCorruptionShrine.Add(); PleaseForgiveMe.Add(); BunnyModule.Strings = new AdvancedStringDB(); //SpecialDungeon.Init(); EnemyBuilder.Init(); HooksEnemy.Init(); ToolsEnemy.Init(); ArtifactOfRevenge.Init(); ArtifactOfAttraction.Init(); ArtifactOfGlass.Init(); ArtifactOfAvarice.Init(); ArtifactOfDaze.Init(); ArtifactOfPrey.Init(); ArtifactOfMegalomania.Init(); ArtifactOfFodder.Init(); ArtifactOfBolster.Init(); ArtifactOfEnigma.Init(); ArtifactOfSacrifice.Init(); ArtifactOfFraility.Init(); //ArtifactOfParanoia.Init(); /* * ModuleCannon.Add(); * ModuleChip.Init(); * ModuleAmmoEater.Init(); * ModuleDamage.Init(); * ModuleClipSize.Init(); * ModuleFireRate.Init(); * ModuleReload.Init(); * T2ModuleYV.Init(); * T2ModuleCloak.Init(); * T2ModulePierce.Init(); * T2ModuleBounce.Init(); * T2ModuleEjector.Init(); * T2ModuleHoming.Init(); * T3ModuleRocket.Init(); * T3ModuleInaccurate.Init(); * T3ModuleColossus.Init(); * T3ModuleOverload.Init(); * T3ModuleReactive.Init(); * CorruptModuleSensor.Init(); * CorruptModuleAccuracy.Init(); * CorruptModuleLoose.Init(); * CorruptModuleCoolant.Init(); * CorruptModuleDamage.Init(); */ //Gimmick Heavy Guns TrainGun.Add(); LastStand.Add(); SoulStealer.Add(); Commiter.Add(); Pickshot.Add(); AerialBombardment.Add(); WarningShot.Add(); //Mimic Guns Casemimic.Add(); ChambemimicGun.Add(); ABlasphemimic.Add(); Gunthemimic.Add(); Mimikey47.Add(); //Mechanical Guns MatterTranslocator.Add(); ThunderStorm.Add(); CaptainsShotgun.Add(); EnforcersLaw.Add(); TimeZoner.Add(); ArtemissileRocket.Add(); BigNukeGun.Add(); BoxGun.Add(); REXNeedler.Add(); FlakCannon.Add(); GunslayerShotgun.Add(); RogueLegendary.Add(); //Otherworldly Guns HarvestersShotgun.Add(); PrismaticShot.Add(); Starbounder.Add(); ReaverClaw.Add(); ReaverHeart.Add(); ChaosRevolver.Add(); ChaosRevolverSynergyForme.Add(); ChaosHand.Add(); NuclearTentacle.Add(); SteveStaff.Add(); //Outright Wacky weaponry Valkyrie.Add(); OppressorsCrossbow.Add(); GunslayerGauntlets.Add(); SuperFlakCannon.Add(); MithrixHammer.Add(); TungstenCube.Add(); CoolStaff.Add(); ASwordGun.Add(); AGunSword.Add(); Microwave.Add(); //Dumb Guns StickGun.Add(); //BulletCaster.Add(); SausageRevolver.Add(); BloatedRevolver.Add(); PocketPistol.Add(); BrokenGunParts.Add(); IDPDFreakGun.Add(); FakeShotgun.Add(); Bugun.Add(); //Life Living PersonalGuard.Init(); GlockOfTheDead.Init(); LizardBloodTransfusion.Init(); AbsoluteZeroPotion.Init(); MatrixPotion.Init(); GreandeParasite.Init(); //Joke Items SpeckOfDust.Init(); LastResort.Init(); JokeBook.Init(); //Mechanical Items OnPlayerItemUsedItem.Init(); StaticCharger.Init(); //Bullet Type Items ResurrectionBullets.Init(); GuillotineRounds.Init(); LunarGlassRounds.Init(); ReaverRounds.Init(); SimpBullets.Init(); //Cursed Items Risk Reward Items LeadHand.Init(); JammedGuillotine.Init(); GestureOfTheJammed.Init(); CrownOfBlood.Init(); RTG.Init(); DGrenade.Init(); MalachiteCrown.Init(); AncientWhisper.Init(); AncientEnigma.Init(); LunarGlassSyringe.Init(); SlayerKey.Init(); DamocleanClip.Init(); DeathMark.Init(); TheMonolith.Init(); LoopMarker.Init(); BulletRelic.Init(); GodLifesGift.Init(); BloodGoldRing.Init(); //Defense Items SuperShield.Init(); GunslayerHelmet.Init(); FreezeLighter.Init(); //Stats Up Microscope.Init(); EmpoweringCore.Init(); BookOfEconomics.Init(); CounterChamber.Init(); Infusion.Init(); MinigunRounds.Init(); //Otherworldly AstralCounterweight.Init(); SpiritOfStagnation.Init(); SoulInAJar.Init(); AmmoRepurposer.Init(); ZenithDesign.Init(); ChaosGodsWrath.Init(); SkyGrass.Init(); ChaosChamber.Init(); ChaosHammer.Init(); BloodyTrigger.Init(); Coolrobes.Init(); //Companion Items/CompanionAI //Claycord.Init(); Blastcore.Init(); //ClayCordStatue.ClayBuildPrefab(); GunSoulBox.Init(); GunSoulBlue.BlueBuildPrefab(); GunSoulGreen.GreenBuildPrefab(); GunSoulRed.RedBuildPrefab(); GunSoulYellow.YellowBuildPrefab(); GunSoulPink.PinkBuildPrefab(); GunSoulPurple.PurpleBuildPrefab(); PointZero.Init(); //BabyGoodModular.Init(); //Guon Stones GuonPebble.Init(); ChaosGuonStone.Init(); BulluonStone.Init(); DynamiteGuon.Init(); GuonGeon.Init(); //Ammolets LunarGlassAmmolet.Init(); ReaverAmmolet.Init(); //TableTechs TableTechReload.Init(); TableTechBomb.Init(); TableTechSoul.Init(); TableTechKnife.Init(); //OP??? BunnysFoot.Init(); //Random Weird Shit that just kinda exists GungeonInvestment.Init(); BrokenLockpicker.Init(); Dejammer.Init(); Keylocator.Init(); Keyceipt.Init(); FrequentFlyer.Init(); Death.Add(); Taxes.Add(); Lacon1Scrap.Init(); Lacon1.Add(); Lacon2.Add(); Lacon3.Add(); Lacon4.Add(); Lacon5.Add(); Lacon6.Add(); //Vengeance.Init(); TestItemBNY.Init(); DragunHeartThing.Init(); MasteryReplacementRNG.InitDungeonHook(); SynergyFormInitialiser.AddSynergyForms(); InitialiseSynergies.DoInitialisation(); //BunnyEnemies.InitPrefabs(); //AbyssKinPlease.Init(); //AbyssShotgunner.Init(); ChaosBeing.Init(); ChaosBeingLarge.Init(); //DopplegamnerClone.Init(); // AncientWhisperInfinite.Init(); CursedPearl.Init(); RewardCrown.Init(); ChaosMalice.Add(); ChaosEmblem.Init(); //Curse2Emblem.Init(); DeathsDebt.Init(); SteadyShotSniper.Add(); TheStranger.Init(); //TheStranger.Init(); //AdrenalineAmmolet.Init(); //Game.Items["bny:matter_translocator"].SetupUnlockOnCustomFlag(CustomDungeonFlags.EXAMPLE_BLUEPRINTTRUCK, true); //setups rolling eye's unlock //Game.Items["bny:matter_translocator"].AddItemToTrorcMetaShop(1123); //adds rolling eye to trorc's breach shop as the last item BunnyModule.Log(BunnyModule.MOD_NAME + " v" + BunnyModule.VERSION + " started successfully.", BunnyModule.TEXT_COLOR); }
public static void OnQuickRestart1(Action <GameManager, float, QuickRestartOptions> orig, GameManager self, float duration, QuickRestartOptions options = default(QuickRestartOptions)) { orig(self, duration, options); Bugun.ThisIsBasicallyCelsRNGUNButTakenToASillyLevel(); }