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* cherry-pick: Screenshake (EphemeralSpace/ephemeral-space#627) * commit your shit at some point maybe * y * who knows * rename? * debugging + shit api * i hope no one fucks my ass * erm * p * replace with shit that makes way more sense * stuff * pretty sure this is just fine * actual fix noise shit * uhhh hmaybe if i feel like it wrong then later * explosion shake * grav shake * gun shake * idk * projectile melee Co-authored-by: DisposableCrewmember42 <disposablecrewmember42@proton.me> * tweak: tune recoil on weapons * docs: add _ES license info to LEGAL.md * fix: screenshake on spawn fix from ss14Starlight/space-station-14#3664 Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com> * feat: add client cvar to disable screenshake * feat: add screenshake toggle to accessibility settings * fix: upmerge compatibility * docs: properly document cvar * docs: add missing import comments --------- Co-authored-by: mirrorcult <mirrorcult@pm.me> Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
64 lines
2.7 KiB
C#
64 lines
2.7 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared._ES.Camera; // ES - Screenshake
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using Content.Shared.Camera;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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namespace Content.Server.Damage.Systems;
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public sealed class DamageOtherOnHitSystem : SharedDamageOtherOnHitSystem
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{
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// ES START
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[Dependency] private readonly SharedESScreenshakeSystem _shake = default!;
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// ES END
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly GunSystem _guns = default!;
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[Dependency] private readonly Shared.Damage.Systems.DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageOtherOnHitComponent, ThrowDoHitEvent>(OnDoHit);
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}
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private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args)
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{
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if (TerminatingOrDeleted(args.Target))
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return;
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var dmg = _damageable.ChangeDamage(args.Target, component.Damage * _damageable.UniversalThrownDamageModifier, component.IgnoreResistances, origin: args.Component.Thrower);
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// Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying.
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if (HasComp<MobStateComponent>(args.Target))
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_adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision");
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if (!dmg.Empty)
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{
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_color.RaiseEffect(Color.Red, [args.Target], Filter.Pvs(args.Target, entityManager: EntityManager));
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}
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_guns.PlayImpactSound(args.Target, dmg, null, false);
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if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
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{
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var direction = body.LinearVelocity.Normalized();
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// ES START
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// lower recoil + shake
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_sharedCameraRecoil.KickCamera(args.Target, direction * 0.1f);
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var otherHitShake = new ESScreenshakeParameters() { Trauma = 0.35f, DecayRate = 1.4f, Frequency = 0.014f };
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_shake.Screenshake(args.Target, otherHitShake, null);
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// ES END
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}
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}
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}
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