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- local assets=
- {
- Asset("ANIM", "anim/buzzsaw.zip"),
- Asset("ANIM", "anim/swap_buzzsaw.zip"),
- Asset("ATLAS", "images/inventoryimages/buzzsaw.xml"),
- Asset("IMAGE", "images/inventoryimages/buzzsaw.tex"),
- Asset("ATLAS", "images/weapons/buzzsaw/swap_buzzsaw.xml"),
- Asset("IMAGE", "images/weapons/buzzsaw/swap_buzzsaw.tex"),
- }
- local prefabs =
- {
- }
- local function OnEquip(inst, owner)
- --owner.AnimState:OverrideSymbol("swap_object", "swap_myitem", "purplestaff")
- owner.AnimState:OverrideSymbol("swap_object", "swap_lucy_axe", "swap_lucy_axe")
- owner.AnimState:Show("ARM_carry")
- owner.AnimState:Hide("ARM_normal")
- end
- local function OnUnequip(inst, owner)
- owner.AnimState:Hide("ARM_carry")
- owner.AnimState:Show("ARM_normal")
- end
- local function fn()
- local inst = CreateEntity()
- inst.entity:AddTransform()
- inst.entity:AddAnimState()
- inst.entity:AddSoundEmitter()
- MakeInventoryPhysics(inst)
- inst.AnimState:SetBank("buzzsaw")
- inst.AnimState:SetBuild("buzzsaw")
- inst.AnimState:PlayAnimation("idle")
- inst:AddTag("sharp")
- inst:AddTag("pointy")
- inst.entity:SetPristine()
- if not TheWorld.ismastersim then
- return inst
- end
- inst.entity:SetPristine()
- inst:AddComponent("weapon")
- inst.components.weapon:SetDamage(12)
- inst:AddComponent("inventoryitem")
- inst.components.inventoryitem.imagename = "buzzsaw"
- inst.components.inventoryitem.atlasname = "images/inventoryimages/buzzsaw.xml"
- inst.components.inventoryitem.keepondeath = true
- inst:AddComponent("equippable")
- inst.components.equippable:SetOnEquip( OnEquip )
- inst.components.equippable:SetOnUnequip( OnUnequip )
- return inst
- end
- return Prefab("common/inventory/buzzsaw", fn, assets, prefabs)
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