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- using UnityEngine;
- using ItemSystem;
- [System.Serializable]
- public class ItemWand : ItemWeapon
- {
- //[SerializeField, Header("Weapon Properties")]
- public override int IsEquippable() { return (int)Constants_Zeta.EquipmentTypes.MainHand; }
- public override void UpdateUniqueProperties(ItemBase itemToChangeTo)
- {
- ItemWand item = (ItemWand)itemToChangeTo;
- EquipmentType = item.EquipmentType;
- PlayerClass = item.PlayerClass;
- overlay = item.overlay;
- iScaleX = item.iScaleX;
- iScaleY = item.iScaleY;
- iOffsetX = item.iOffsetX;
- iOffsetY = item.iOffsetY;
- iRotation = item.iRotation;
- }
- }
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