mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +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)
47 lines
1.7 KiB
C#
47 lines
1.7 KiB
C#
using Content.Server.DeviceLinking.Components;
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using Content.Server.DeviceLinking.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Map;
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using System.Numerics;
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namespace Content.Server.DeviceLinking.Systems;
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public sealed partial class GunSignalControlSystem : EntitySystem
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{
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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[Dependency] private readonly SharedGunSystem _gun = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<GunSignalControlComponent, MapInitEvent>(OnInit);
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SubscribeLocalEvent<GunSignalControlComponent, SignalReceivedEvent>(OnSignalReceived);
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}
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private void OnInit(Entity<GunSignalControlComponent> gunControl, ref MapInitEvent args)
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{
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_signalSystem.EnsureSinkPorts(gunControl, gunControl.Comp.TriggerPort, gunControl.Comp.TogglePort, gunControl.Comp.OnPort, gunControl.Comp.OffPort);
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}
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private void OnSignalReceived(Entity<GunSignalControlComponent> gunControl, ref SignalReceivedEvent args)
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{
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if (!TryComp<GunComponent>(gunControl, out var gun))
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return;
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if (args.Port == gunControl.Comp.TriggerPort)
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_gun.AttemptShoot(gunControl, gun);
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if (!TryComp<AutoShootGunComponent>(gunControl, out var autoShoot))
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return;
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if (args.Port == gunControl.Comp.TogglePort)
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_gun.SetEnabled(gunControl, autoShoot, !autoShoot.Enabled);
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if (args.Port == gunControl.Comp.OnPort)
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_gun.SetEnabled(gunControl, autoShoot, true);
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if (args.Port == gunControl.Comp.OffPort)
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_gun.SetEnabled(gunControl, autoShoot, false);
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}
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}
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