mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-07 23:07:26 +00:00
* setup codebase
* make auto-fire, but its broken
* collider problem
* fix rate, add toggle port
* add laser
* power cages
* ginormous cells
* fix inhand
* add pirate cannon
* salvage gun
* functional Nuke cannon
* rewrite to standart grenade
* fix naming, add emp sprite
* grenade cartridge
* thruster fix
* nuke cannon
* audio + visual polish
* balance tweak
* tweaks
* laser balance tweak: new Electronic damage modifier set, reduce structural cannon damage
* resprite energy cages, start implementing in game
* fix cage recharger craft
* add small laser gun
* fix colliders
* add lasers and ptk to research and crafting
* finish implementing weapon to rnd and sec
* some fixes
* splitted grenades and cannon balls
* integrate new cannon balls
* tweaks stick
* move circuits to sectechfab, fix
* fix?
* add ability to E shoot, without signals
* fix!
* fix?!?! and naming tweak
* go!
* Lank fix
* oh
* mornings don't start with coffee.
* the morning starts with bug fixes.
* fucking bugs!
* finally
* it is now possible to craft projectiles separately from cartridges
* +2 fix
* refactor
* piu
* More weight
* add AutoShootGunComponent
* move autoshoot to partial
* SetEnabled()
* some fixes
* remove CanShootWithoutUser field
* remove null-checks ToCoordinates from AttemptShoot()
* war without reason
* return to home
* ?
* forgot remove it
* review
* Fix formatting and update path
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit a2d5d74b46)
30 lines
790 B
C#
30 lines
790 B
C#
using Content.Shared.Weapons.Ranged.Components;
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namespace Content.Server.Weapons.Ranged.Systems;
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public sealed partial class GunSystem
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{
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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/*
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* On server because client doesn't want to predict other's guns.
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*/
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// Automatic firing without stopping if the AutoShootGunComponent component is exist and enabled
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var query = EntityQueryEnumerator<AutoShootGunComponent, GunComponent>();
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while (query.MoveNext(out var uid, out var autoShoot, out var gun))
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{
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if (!autoShoot.Enabled)
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continue;
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if (gun.NextFire > Timing.CurTime)
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continue;
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AttemptShoot(uid, gun);
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}
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}
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}
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