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using QSB.WorldSync;
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namespace QSB.MeteorSync.WorldObjects
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{
public class QSBMeteorLauncher : WorldObject<MeteorLauncher>
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{
public override void SendInitialState(uint to)
{
// todo SendInitialState
}
public int MeteorId;
public float LaunchSpeed;
public void PreLaunchMeteor()
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{
foreach (var particleSystem in AttachedObject._launchParticles)
{
particleSystem.Play();
}
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}
public void LaunchMeteor(int meteorId, float launchSpeed)
{
MeteorId = meteorId;
LaunchSpeed = launchSpeed;
AttachedObject.LaunchMeteor();
foreach (var particleSystem in AttachedObject._launchParticles)
{
particleSystem.Stop();
}
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}
}
}