* Pass user to effects to properly fix double muzzle flash.
* Use gun when user is null.
* Update MuzzleFlashEvent.cs
* Update MuzzleFlashEvent.cs
* Update GunSystem.cs
* Update SharedGunSystem.cs
* Update MuzzleFlashEvent.cs
* Update SharedGunSystem.cs
* Update SharedGunSystem.cs
* Update Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
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Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* ranged ai targets crawling people properly
(cherry picked from commit 8f64627c9e35b3c873a7825f25b52319ff8c8e25)
* ranged ai targets crawling people properly
(cherry picked from commit 8f64627c9e35b3c873a7825f25b52319ff8c8e25)
* projectile grenades hit crawling/downed people
(cherry picked from commit 24c3737ae83ab399add28162a65d528d44f73ea9)
* change
* impstation to imp
* remove extra method ops
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Co-authored-by: Darkmajia <darkwindleaf@hotmail.co.uk>
* Add ability for GunComponent to track their holders
* Add new component to allow Players to modify gun attributes
* Allow users of melee weapons to also modify their weapons damage
* Allow user stamina damage modifiers
* Allow users of tools to also modify tool attributes
* Delete old Oni component and systems
* Replace oni components
* Set default max spread angle to 180 degrees
* Change modifier to multiplier to better reflect the math
* Add documentation.
* Add NetworkedComponent to new components
* Replace obsolete whitelist is valid with whitelist system
* Consistency
* Fix logic
* Bork
* I figured out how to get whitelists on the client lol
* test fail
* woops
* HELP ME FUNCTIONS
* Fix errors
* simplify
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Co-authored-by: plykiya <plykiya@protonmail.com>
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
(cherry picked from commit 4a83c365858830e3b2ff2b94fff501256422c20e)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
(cherry picked from commit e00f74505c62310bd15aeaba8d6530f648397074)
* BatteryWeaponFireModes refactor
Made the code a bit better but still needs integrating into attachments.
* murder
* Fix serialization
* weh
* weh
(cherry picked from commit 58b55ba06c5de031079915a607ccf3adad781f93)
* Bunch of revolver fixes
Some stuff wasn't working with prediction so this should fix all of it.
* a
* fix weh
* Also usedelay
(cherry picked from commit 9bb2781bfca68bde47ce52576cb894bb41ab6511)
* Xeno spitter fixes
- Require hands for pickup compounds
- Ranged combat can force movement to ignore LOS checks if ranged wants better LOS.
* Also spirates
IDK how this worked before but TryGetGun shouldn't care about combatmode.
* 1 more
* turret go boom
* fix ammo
* universal function name
* Also explodes when destroyed
* comment added
* Triggerwhenemptycomponent added
* comment adjusted
* Updated uplink description
* Moved to own event file
* file namespace
* rerun tests
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Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
Makes bullet casings launch a bit away from you when shooting a gun. Cycling still drops it at your feet.
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Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>