ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleConst slot2 = math slot3 = class("BattleShotgunEmitter", slot0.Battle.BattleBulletEmitter) slot0.Battle.BattleShotgunEmitter = slot3 slot3.__name = "BattleShotgunEmitter" function slot3.Ctor(slot0, slot1, slot2, slot3) uv0.Battle.BattleShotgunEmitter.super.Ctor(slot0, slot1, slot2, slot3) slot0.PrimalIteration = slot0._nonDelayPrimalIteration end function slot3.Fire(slot0, slot1, slot2, slot3) slot0._angleRange = slot3 uv0.Battle.BattleShotgunEmitter.super.Fire(slot0, slot1, slot2) end function slot3.GenerateBullet(slot0) slot1 = slot0._convertedDirBarrage[slot0._primalCounter] slot0._delay = slot1.Delay slot3 = nil slot0._spawnFunc(slot1.OffsetX, slot1.OffsetZ, slot0._isRandomAngle and (uv0.random() - 0.5) * uv0.random(slot0._angleRange) - slot0._angleRange / 2 or uv0.random(slot0._angleRange) - slot0._angleRange / 2, slot0._offsetPriority, slot0._target, slot0._primalCounter) slot0:Interation() end