Migrated hitscan protos to new entity. Fixed vox emotes.
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760f44386e
commit
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@ -14,6 +14,7 @@ using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Hitscan.Components;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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@ -235,9 +236,7 @@ public sealed class ExecutionSystem : EntitySystem
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var prototype = _prototypeManager.Index<EntityPrototype>(cartridge.Prototype);
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prototype.TryGetComponent<ProjectileComponent>(out var projectileA, _componentFactory); // sloth forgive me
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if (projectileA != null)
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{
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damage = projectileA.Damage;
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}
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// Expend the cartridge
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cartridge.Spent = true;
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@ -248,14 +247,16 @@ public sealed class ExecutionSystem : EntitySystem
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case AmmoComponent newAmmo:
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if (TryComp<ProjectileComponent>(ammoUid, out var projectileB))
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{
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damage = projectileB.Damage;
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}
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Del(ammoUid);
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break;
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case HitscanPrototype hitscan:
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damage = hitscan.Damage!;
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case HitscanAmmoComponent hitscan:
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if (TryComp<HitscanBasicDamageComponent>(ammoUid, out var hitscanDamage))
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damage = hitscanDamage.Damage;
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Del(ammoUid); // Im guessing we delete this too?
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break;
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default:
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@ -264,8 +265,7 @@ public sealed class ExecutionSystem : EntitySystem
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// Clumsy people have a chance to shoot themselves (not in the head)
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if (!component.ClumsyProof &&
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TryComp<ClumsyComponent>(attacker, out var clumsy) &&
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_random.Prob(1f/3f))
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TryComp<ClumsyComponent>(attacker, out var clumsy) && _random.Prob(1f / 3f))
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{
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ShowExecutionPopup("execution-popup-gun-clumsy-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-gun-clumsy-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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@ -44,8 +44,8 @@ public abstract partial class SharedGunSystem
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component.FireCost = state.FireCost;
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UpdateAmmoCount(uid, prediction: false);
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if (component is HitscanBatteryAmmoProviderComponent hitscan && state.Prototype != null) // Shitmed Change
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hitscan.Prototype = state.Prototype;
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if (component is HitscanBatteryAmmoProviderComponent hitscan && state.Prototype is { } proto) // Shitmed Change
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hitscan.HitscanEntityProto = proto;
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}
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private void OnBatteryGetState(EntityUid uid, BatteryAmmoProviderComponent component, ref ComponentGetState args)
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@ -58,7 +58,7 @@ public abstract partial class SharedGunSystem
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};
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if (TryComp<HitscanBatteryAmmoProviderComponent>(uid, out var hitscan)) // Shitmed Change
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state.Prototype = hitscan.Prototype;
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state.Prototype = hitscan.HitscanEntityProto;
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args.State = state; // Shitmed Change
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}
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@ -179,6 +179,6 @@ public abstract partial class SharedGunSystem
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public int Shots;
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public int MaxShots;
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public float FireCost;
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public string? Prototype; // Shitmed Change
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public EntProtoId? Prototype; // Shitmed Change
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}
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}
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@ -147,7 +147,7 @@
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damage:
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types:
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Heat: 75 # DeltaV - was 45
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Structural: Structural: 100 # DeltaV - was 10
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Structural: 100 # DeltaV - was 10
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- type: HitscanBasicVisuals
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muzzleFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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@ -256,8 +256,8 @@
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path: /Audio/Voice/Vox/vox_sigh.ogg
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Click:
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path: /Audio/Voice/Vox/vox_click.ogg
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Chitter:
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path: /Audio/Voice/Vox/vox_chitter.ogg
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#Chitter: # DeltaV - Combined upstream and impstation sounds
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# path: /Audio/Voice/Vox/vox_chitter.ogg
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Honk:
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collection: BikeHorn
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Crying:
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@ -274,7 +274,7 @@
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collection: VoxDeathgasp # DeltaV - Combined upstream and our sounds
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# Begin Impstation Additions
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Chitter:
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collection: VoxChitter
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collection: VoxChitter # DeltaV - Combined upstream and impstation sounds
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params:
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volume: -5
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Coo:
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@ -1,78 +1,104 @@
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- type: hitscan
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- type: entity
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parent: BasicHitscan
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id: WispLash
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damage:
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types:
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Shadow: 8
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Shock: 8
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muzzleFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: muzzle_omni
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travelFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: beam_omni
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impactFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: impact_omni
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categories: [ HideSpawnMenu ]
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components:
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- type: HitscanBasicVisuals
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muzzleFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: muzzle_omni
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travelFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: beam_omni
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impactFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: impact_omni
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- type: HitscanBasicDamage
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damage:
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types:
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Shadow: 8
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Shock: 8
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- type: hitscan
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- type: entity
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parent: BasicHitscan
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id: ColdLaser
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damage:
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types:
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Cold: 20
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muzzleFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: muzzle_omni
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travelFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: beam_omni
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impactFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: impact_omni
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heatChange: -50000
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- type: hitscan
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categories: [ HideSpawnMenu ]
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components:
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- type: HitscanBasicVisuals
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muzzleFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: muzzle_omni
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travelFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: beam_omni
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impactFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: impact_omni
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- type: HitscanBasicDamage
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damage:
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types:
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Cold: 20
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# TODO: HeatChange -50000
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- type: entity
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parent: BasicHitscan
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id: BeamLaser
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damage:
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types:
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Heat: 2
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muzzleFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: muzzle_laser
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travelFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: beam
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impactFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: impact_laser
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categories: [ HideSpawnMenu ]
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components:
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- type: HitscanBasicVisuals
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muzzleFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: muzzle_laser
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travelFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: beam
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impactFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: impact_laser
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- type: HitscanBasicDamage
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damage:
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types:
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Heat: 2
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- type: hitscan
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- type: entity
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parent: BasicHitscan
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id: BeamDev
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damage:
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types:
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Heat: 6
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Structural: 20
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muzzleFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: muzzle_laser
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travelFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: beam
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impactFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: impact_laser
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categories: [ HideSpawnMenu ]
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components:
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- type: HitscanBasicVisuals
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muzzleFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: muzzle_laser
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travelFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: beam
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impactFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: impact_laser
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- type: HitscanBasicDamage
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damage:
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types:
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Heat: 6
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Structural: 10
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- type: hitscan
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- type: entity
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parent: BasicHitscan
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id: GamblagatorLaser
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damage:
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types:
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Heat: 100
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Radiation: 20
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Structural: 100
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muzzleFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/evil_projectile.rsi
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state: evil_muzzle_flash
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travelFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/evil_projectile.rsi
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state: evil_laser
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impactFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/evil_projectile.rsi
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state: evil_impact
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categories: [ HideSpawnMenu ]
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components:
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- type: HitscanBasicVisuals
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muzzleFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/evil_projectile.rsi
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state: evil_muzzle_flash
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travelFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/evil_projectile.rsi
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state: evil_laser
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impactFlash:
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sprite: _DV/Objects/Weapons/Guns/Projectiles/evil_projectile.rsi
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state: evil_impact
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- type: HitscanBasicDamage
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damage:
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types:
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Heat: 100
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Radiation: 20
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Structural: 100
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@ -1,29 +1,29 @@
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- type: hitscan
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- type: entity
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parent: BasicHitscan
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id: EmergencyRedLaser
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damage:
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types:
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Heat: 16 # DeltaV was 12
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muzzleFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: muzzle_laser
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travelFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: beam
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impactFlash:
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sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
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state: impact_laser
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categories: [ HideSpawnMenu ]
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components:
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- type: HitscanBasicDamage
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damage:
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types:
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Heat: 16 # DeltaV - was 12
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- type: hitscan
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- type: entity
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parent: BasicHitscan
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id: EchionLaser
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damage:
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types:
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Heat: 18
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muzzleFlash:
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sprite: _Impstation/Objects/Weapons/Guns/Projectiles/hitscan.rsi
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state: muzzle_synd
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travelFlash:
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sprite: _Impstation/Objects/Weapons/Guns/Projectiles/hitscan.rsi
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state: beam_synd
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impactFlash:
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sprite: _Impstation/Objects/Weapons/Guns/Projectiles/hitscan.rsi
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state: impact_synd
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categories: [ HideSpawnMenu ]
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components:
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- type: HitscanBasicVisuals
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muzzleFlash:
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sprite: _Impstation/Objects/Weapons/Guns/Projectiles/hitscan.rsi
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state: muzzle_synd
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travelFlash:
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sprite: _Impstation/Objects/Weapons/Guns/Projectiles/hitscan.rsi
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state: beam_synd
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impactFlash:
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sprite: _Impstation/Objects/Weapons/Guns/Projectiles/hitscan.rsi
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state: impact_synd
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- type: HitscanBasicDamage
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damage:
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types:
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Heat: 18
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@ -13,6 +13,7 @@
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files:
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- /Audio/_Impstation/Voice/Vox/voxchitter1.ogg
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- /Audio/_Impstation/Voice/Vox/voxchitter2.ogg
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- /Audio/Voice/Vox/vox_chitter.ogg
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- type: soundCollection
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id: VoxCoo
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