using Preparation.Utility; namespace GameClass.GameObj { /* internal sealed class Ram : Bullet { public Ram(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) : base(player, radius, placeType, pos) { } public override double BulletBombRange => 0; public override double AttackDistance => 0; public override int AP => 7220; public override int Speed => 0; public override bool IsRemoteAttack => false; public override int CastTime => 0; public override int Backswing => 0; public override int RecoveryFromHit => 0; public override bool CanAttack(GameObj target) { return false; } public override bool CanBeBombed(GameObjType gameObjType) { // if (gameObjType == GameObjType.Character) return true; return false; } public override BulletType TypeOfBullet => BulletType.Ram; }*/ }