use old meteor entity (#1658)
* add old meteor entity * spawn old meteor entity in rule --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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@ -67,7 +67,7 @@ namespace Content.Server.StationEvents.Events
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var angle = new Angle(RobustRandom.NextFloat() * MathF.Tau);
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var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * RobustRandom.NextFloat() + minimumDistance, 0));
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var spawnPosition = new MapCoordinates(center + offset, mapId);
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var meteor = Spawn("MeteorLarge", spawnPosition);
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var meteor = Spawn("MeteorLargeDeltaV", spawnPosition);
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var physics = EntityManager.GetComponent<PhysicsComponent>(meteor);
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_physics.SetBodyStatus(meteor, physics, BodyStatus.InAir);
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_physics.SetLinearDamping(meteor, physics, 0f);
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@ -0,0 +1,40 @@
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- type: entity
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id: MeteorLargeDeltaV
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name: meteor
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categories: [ HideSpawnMenu ]
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components:
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- type: Sprite
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noRot: false
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sprite: Objects/Weapons/Guns/Projectiles/meteor.rsi
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scale: 4,4
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layers:
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- state: large
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shader: unshaded
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- type: ExplodeOnTrigger
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- type: DeleteOnTrigger
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- type: TriggerOnCollide
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fixtureID: projectile
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- type: Projectile
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damage: {}
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deleteOnCollide: false
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- type: Explosive
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explosionType: Default
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totalIntensity: 600.0
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intensitySlope: 30
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maxIntensity: 45
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- type: Physics
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bodyType: Dynamic
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- type: Fixtures
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fixtures:
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projectile:
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shape:
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!type:PhysShapeCircle
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radius: 0.8
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density: 100
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hard: true
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# Didn't use MapGridComponent for now as the bounds are stuffed.
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layer:
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- LargeMobLayer
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mask:
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- Impassable
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- BulletImpassable
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