ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleDataFunction slot2 = slot0.Battle.BattleConst slot0.Battle.BattleHammerHeadWeaponUnit = class("BattleHammerHeadWeaponUnit", slot0.Battle.BattleWeaponUnit) slot0.Battle.BattleHammerHeadWeaponUnit.__name = "BattleHammerHeadWeaponUnit" slot3 = slot0.Battle.BattleHammerHeadWeaponUnit function slot3.Ctor(slot0) uv0.super.Ctor(slot0) end function slot3.DoAttack(slot0, slot1) if slot0._tmpData.bullet_ID[1] then if uv0.GetBulletTmpDataFromID(slot0._tmpData.bullet_ID[1]).type == uv1.BulletType.DIRECT or slot2 == uv1.BulletType.ANTI_AIR or slot2 == uv1.BulletType.ANTI_SEA then slot3 = slot0:Spawn(slot0._tmpData.bullet_ID[1], slot1) slot3:SetDirectHitUnit(slot1) slot0:DispatchBulletEvent(slot3) else uv2.super.DoAttack(slot0, slot1) slot0._host:HandleDamageToDeath() return end end uv3.Battle.PlayBattleSFX(slot0._tmpData.fire_sfx) slot0:TriggerBuffOnFire() slot0:CheckAndShake() slot0._host:HandleDamageToDeath() end