using UnityEngine; using SanAndreasUnity.Importing.Animation; namespace SanAndreasUnity.Behaviours.Weapons { public class DesertEagle : Weapon { protected override void InitWeapon () { base.InitWeapon(); this.CrouchSpineRotationOffset = WeaponsManager.Instance.crouchSpineRotationOffset2; } public override AnimId IdleAnim { get { return new AnimId (AnimGroup.WalkCycle, AnimIndex.Idle); } } public override AnimId WalkAnim { get { return new AnimId (AnimGroup.WalkCycle, AnimIndex.Walk); } } public override AnimId RunAnim { get { return new AnimId (AnimGroup.WalkCycle, AnimIndex.Run); } } public override AnimId AimAnim { get { if (this.Data.gunData.AssocGroupId.EndsWith ("bad")) return new AnimId (AnimGroup.Python, AnimIndex.python_fire_poor); else return new AnimId (AnimGroup.Python, AnimIndex.python_fire); } } } }