diff --git a/Content.Client/Weapons/Melee/MeleeWeaponSystem.Effects.cs b/Content.Client/Weapons/Melee/MeleeWeaponSystem.Effects.cs
index 0bccd5b1b39..89715089695 100644
--- a/Content.Client/Weapons/Melee/MeleeWeaponSystem.Effects.cs
+++ b/Content.Client/Weapons/Melee/MeleeWeaponSystem.Effects.cs
@@ -94,6 +94,10 @@ public sealed partial class MeleeWeaponSystem
}
}
+ ///
+ /// Makes the sprite move in a slash motion around the player.
+ /// For example for wide swing animations.
+ ///
private Animation GetSlashAnimation(Entity sprite, Angle arc, Angle spriteRotation, float length, float offset)
{
var startRotation = sprite.Comp.Rotation + (arc * 0.5f);
@@ -105,7 +109,6 @@ public sealed partial class MeleeWeaponSystem
startRotation += spriteRotation;
endRotation += spriteRotation;
- sprite.Comp.NoRotation = true;
return new Animation()
{
@@ -141,6 +144,10 @@ public sealed partial class MeleeWeaponSystem
};
}
+ ///
+ /// Makes the sprite move in a thrust motion from the player towards the target, then slightly pulls back.
+ /// For example for spears.
+ ///
private Animation GetThrustAnimation(Entity sprite, float offset, Angle spriteRotation, float length)
{
var startOffset = sprite.Comp.Rotation.RotateVec(new Vector2(0f, 0f));
@@ -170,6 +177,10 @@ public sealed partial class MeleeWeaponSystem
};
}
+ ///
+ /// Makes the sprite slowly fade by gradually reducing its alpha value.
+ /// Used at the end of attack animations so that the weapon sprite does not abruptly disappears.
+ ///
private Animation GetFadeAnimation(SpriteComponent sprite, float start, float end)
{
return new Animation
@@ -193,6 +204,7 @@ public sealed partial class MeleeWeaponSystem
///
/// Get the sprite offset animation to use for mob lunges.
+ /// This is applied to the attacker to show who is attacking.
///
private Animation GetLungeAnimation(Vector2 direction)
{
@@ -230,7 +242,7 @@ public sealed partial class MeleeWeaponSystem
if (arcComponent.User == null || EntityManager.Deleted(arcComponent.User))
continue;
- Vector2 targetPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
+ var targetPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
if (arcComponent.Offset != Vector2.Zero)
{