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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>
76 lines
2.4 KiB
C#
76 lines
2.4 KiB
C#
using Content.Shared._ES.Camera; // ES
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using Content.Shared.GameTicking; // ES
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using Robust.Shared.Player; // ES
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using Robust.Shared.Timing; // ES
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namespace Content.Shared.Gravity;
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public abstract partial class SharedGravitySystem
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{
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// ES START
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[Dependency] private readonly SharedGameTicker _ticker = default!;
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[Dependency] private readonly SharedESScreenshakeSystem _shake = default!;
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// ES END
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protected const float GravityKick = 100.0f;
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protected const float ShakeCooldown = 0.2f;
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private void UpdateShake()
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{
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var curTime = Timing.CurTime;
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var gravityQuery = GetEntityQuery<GravityComponent>();
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var query = EntityQueryEnumerator<GravityShakeComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.NextShake <= curTime)
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{
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if (comp.ShakeTimes == 0 || !gravityQuery.TryGetComponent(uid, out var gravity))
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{
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RemCompDeferred<GravityShakeComponent>(uid);
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continue;
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}
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ShakeGrid(uid, gravity);
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comp.ShakeTimes--;
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comp.NextShake += TimeSpan.FromSeconds(ShakeCooldown);
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Dirty(uid, comp);
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}
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}
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}
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public void StartGridShake(EntityUid uid, GravityComponent? gravity = null)
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{
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if (Terminating(uid))
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return;
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if (!Resolve(uid, ref gravity, false))
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return;
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// ES START
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// do not shake grid if the round just started
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// i did not want to have to think this logic through more. this is the simplest solution i could think of
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if (Timing.CurTime - _ticker.RoundStartTimeSpan < TimeSpan.FromSeconds(30))
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return;
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// ES SCREENSHAKE LOGIC
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// instead of poopass camera kick
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var translation = new ESScreenshakeParameters() { Trauma = 0.8f, DecayRate = 0.04f, Frequency = 0.015f };
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var filter = Filter.BroadcastGrid(uid);
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_shake.Screenshake(filter, translation, null);
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return;
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// ES END
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if (!TryComp<GravityShakeComponent>(uid, out var shake))
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{
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shake = AddComp<GravityShakeComponent>(uid);
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shake.NextShake = Timing.CurTime;
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}
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shake.ShakeTimes = 10;
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Dirty(uid, shake);
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}
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protected virtual void ShakeGrid(EntityUid uid, GravityComponent? comp = null) {}
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}
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