Weapon Random Fixes (documented and removed hardcoded cluwnecomp) (#22352)
Weapon Random Fixes
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@@ -14,25 +14,13 @@ internal sealed partial class WeaponRandomComponent : Component
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public DamageSpecifier DamageBonus = new();
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/// <summary>
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/// Chance for the damage bonus to occur.
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/// Chance for the damage bonus to occur (1 = 100%).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float RandomDamageChance = 0.00001f;
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/// <summary>
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/// If this is true then the random damage will occur.
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/// </summary>
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[DataField("randomDamage")]
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public bool RandomDamage = true;
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/// <summary>
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/// If this is true then the weapon will have a unique interaction with cluwnes.
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/// </summary>
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[DataField("antiCluwne")]
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public bool AntiCluwne = true;
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/// <summary>
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/// Noise to play when the damage bonus occurs.
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/// Sound effect to play when the damage bonus occurs.
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/// </summary>
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[DataField("damageSound")]
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public SoundSpecifier DamageSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
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