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+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
458 lines
19 KiB
C#
458 lines
19 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Administration.Logs;
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using Content.Server.Cargo.Systems;
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using Content.Server.Interaction;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Stunnable;
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using Content.Server.Weapons.Ranged.Components;
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using Content.Shared.Damage;
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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.FixedPoint;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Reflect;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
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namespace Content.Server.Weapons.Ranged.Systems;
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public sealed partial class GunSystem : SharedGunSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly InteractionSystem _interaction = default!;
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[Dependency] private readonly PricingSystem _pricing = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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[Dependency] private readonly StunSystem _stun = default!;
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public const float DamagePitchVariation = SharedMeleeWeaponSystem.DamagePitchVariation;
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public const float GunClumsyChance = 0.5f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BallisticAmmoProviderComponent, PriceCalculationEvent>(OnBallisticPrice);
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}
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private void OnBallisticPrice(EntityUid uid, BallisticAmmoProviderComponent component, ref PriceCalculationEvent args)
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{
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if (string.IsNullOrEmpty(component.Proto) || component.UnspawnedCount == 0)
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return;
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if (!ProtoManager.TryIndex<EntityPrototype>(component.Proto, out var proto))
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{
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Log.Error($"Unable to find fill prototype for price on {component.Proto} on {ToPrettyString(uid)}");
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return;
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}
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// Probably good enough for most.
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var price = _pricing.GetEstimatedPrice(proto);
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args.Price += price * component.UnspawnedCount;
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}
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public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
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EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
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{
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userImpulse = true;
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// Try a clumsy roll
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// TODO: Who put this here
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if (TryComp<ClumsyComponent>(user, out var clumsy) && gun.ClumsyProof == false)
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{
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for (var i = 0; i < ammo.Count; i++)
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{
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if (_interaction.TryRollClumsy(user.Value, GunClumsyChance, clumsy))
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{
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// Wound them
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Damageable.TryChangeDamage(user, clumsy.ClumsyDamage, origin: user);
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_stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true);
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// Apply salt to the wound ("Honk!")
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Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gunUid);
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Audio.PlayPvs(clumsy.ClumsySound, gunUid);
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PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value);
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_adminLogger.Add(LogType.EntityDelete, LogImpact.Medium, $"Clumsy fire by {ToPrettyString(user.Value)} deleted {ToPrettyString(gunUid)}");
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Del(gunUid);
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userImpulse = false;
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return;
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}
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}
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}
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var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
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var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
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var mapDirection = toMap - fromMap.Position;
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var mapAngle = mapDirection.ToAngle();
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var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
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// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
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var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out var grid)
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? fromCoordinates.WithEntityId(gridUid, EntityManager)
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: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
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// Update shot based on the recoil
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toMap = fromMap.Position + angle.ToVec() * mapDirection.Length();
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mapDirection = toMap - fromMap.Position;
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var gunVelocity = Physics.GetMapLinearVelocity(gunUid);
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// I must be high because this was getting tripped even when true.
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// DebugTools.Assert(direction != Vector2.Zero);
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var shotProjectiles = new List<EntityUid>(ammo.Count);
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foreach (var (ent, shootable) in ammo)
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{
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// pneumatic cannon doesn't shoot bullets it just throws them, ignore ammo handling
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if (throwItems && ent != null)
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{
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ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
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continue;
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}
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switch (shootable)
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{
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// Cartridge shoots something else
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case CartridgeAmmoComponent cartridge:
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if (!cartridge.Spent)
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{
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if (cartridge.Count > 1)
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{
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var angles = LinearSpread(mapAngle - cartridge.Spread / 2,
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mapAngle + cartridge.Spread / 2, cartridge.Count);
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for (var i = 0; i < cartridge.Count; i++)
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{
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var uid = Spawn(cartridge.Prototype, fromEnt);
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ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(uid);
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}
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}
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else
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{
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var uid = Spawn(cartridge.Prototype, fromEnt);
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ShootOrThrow(uid, mapDirection, gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(uid);
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}
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RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
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{
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FiredProjectiles = shotProjectiles,
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});
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SetCartridgeSpent(ent.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, user);
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Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
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if (cartridge.DeleteOnSpawn)
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Del(ent.Value);
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}
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else
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{
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userImpulse = false;
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Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
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}
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// Something like ballistic might want to leave it in the container still
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if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value))
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EjectCartridge(ent.Value, angle);
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Dirty(ent!.Value, cartridge);
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break;
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// Ammo shoots itself
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case AmmoComponent newAmmo:
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shotProjectiles.Add(ent!.Value);
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MuzzleFlash(gunUid, newAmmo, user);
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Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
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ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
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break;
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case HitscanPrototype hitscan:
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EntityUid? lastHit = null;
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var from = fromMap;
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// can't use map coords above because funny FireEffects
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var fromEffect = fromCoordinates;
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var dir = mapDirection.Normalized();
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var lastUser = user;
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if (hitscan.Reflective != ReflectType.None)
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{
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for (var reflectAttempt = 0; reflectAttempt < 3; reflectAttempt++)
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{
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var ray = new CollisionRay(from.Position, dir, hitscan.CollisionMask);
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var rayCastResults =
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Physics.IntersectRay(from.MapId, ray, hitscan.MaxLength, lastUser, false).ToList();
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if (!rayCastResults.Any())
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break;
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var result = rayCastResults[0];
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var hit = result.HitEntity;
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lastHit = hit;
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FireEffects(fromEffect, result.Distance, dir.Normalized().ToAngle(), hitscan, hit);
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var ev = new HitScanReflectAttemptEvent(user, gunUid, hitscan.Reflective, dir, false);
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RaiseLocalEvent(hit, ref ev);
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if (!ev.Reflected)
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break;
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fromEffect = Transform(hit).Coordinates;
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from = fromEffect.ToMap(EntityManager, _transform);
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dir = ev.Direction;
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lastUser = hit;
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}
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}
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if (lastHit != null)
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{
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var hitEntity = lastHit.Value;
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if (hitscan.StaminaDamage > 0f)
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_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
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var dmg = hitscan.Damage;
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var hitName = ToPrettyString(hitEntity);
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if (dmg != null)
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dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
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// check null again, as TryChangeDamage returns modified damage values
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if (dmg != null)
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{
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if (!Deleted(hitEntity))
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{
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if (dmg.Total > FixedPoint2.Zero)
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { hitEntity }, Filter.Pvs(hitEntity, entityManager: EntityManager));
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}
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// TODO get fallback position for playing hit sound.
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PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
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}
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if (user != null)
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{
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Logs.Add(LogType.HitScanHit,
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$"{ToPrettyString(user.Value):user} hit {hitName:target} using hitscan and dealt {dmg.Total:damage} damage");
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}
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else
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{
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Logs.Add(LogType.HitScanHit,
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$"{hitName:target} hit by hitscan dealing {dmg.Total:damage} damage");
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}
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}
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}
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else
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{
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FireEffects(fromEffect, hitscan.MaxLength, dir.ToAngle(), hitscan);
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}
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Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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RaiseLocalEvent(gunUid, new AmmoShotEvent()
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{
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FiredProjectiles = shotProjectiles,
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});
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}
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private void ShootOrThrow(EntityUid uid, Vector2 mapDirection, Vector2 gunVelocity, GunComponent gun, EntityUid gunUid, EntityUid? user)
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{
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// Do a throw
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if (!HasComp<ProjectileComponent>(uid))
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{
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RemoveShootable(uid);
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// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
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ThrowingSystem.TryThrow(uid, mapDirection, gun.ProjectileSpeed, user);
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return;
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}
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ShootProjectile(uid, mapDirection, gunVelocity, gunUid, user, gun.ProjectileSpeed);
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}
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public void ShootProjectile(EntityUid uid, Vector2 direction, Vector2 gunVelocity, EntityUid gunUid, EntityUid? user = null, float speed = 20f)
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{
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var physics = EnsureComp<PhysicsComponent>(uid);
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Physics.SetBodyStatus(physics, BodyStatus.InAir);
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var targetMapVelocity = gunVelocity + direction.Normalized() * speed;
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var currentMapVelocity = Physics.GetMapLinearVelocity(uid, physics);
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var finalLinear = physics.LinearVelocity + targetMapVelocity - currentMapVelocity;
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Physics.SetLinearVelocity(uid, finalLinear, body: physics);
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if (user != null)
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{
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var projectile = EnsureComp<ProjectileComponent>(uid);
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Projectiles.SetShooter(projectile, user.Value);
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projectile.Weapon = gunUid;
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}
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TransformSystem.SetWorldRotation(uid, direction.ToWorldAngle());
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}
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/// <summary>
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/// Gets a linear spread of angles between start and end.
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/// </summary>
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/// <param name="start">Start angle in degrees</param>
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/// <param name="end">End angle in degrees</param>
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/// <param name="intervals">How many shots there are</param>
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private Angle[] LinearSpread(Angle start, Angle end, int intervals)
|
|
{
|
|
var angles = new Angle[intervals];
|
|
DebugTools.Assert(intervals > 1);
|
|
|
|
for (var i = 0; i <= intervals - 1; i++)
|
|
{
|
|
angles[i] = new Angle(start + (end - start) * i / (intervals - 1));
|
|
}
|
|
|
|
return angles;
|
|
}
|
|
|
|
private Angle GetRecoilAngle(TimeSpan curTime, GunComponent component, Angle direction)
|
|
{
|
|
var timeSinceLastFire = (curTime - component.LastFire).TotalSeconds;
|
|
var newTheta = MathHelper.Clamp(component.CurrentAngle.Theta + component.AngleIncrease.Theta - component.AngleDecay.Theta * timeSinceLastFire, component.MinAngle.Theta, component.MaxAngle.Theta);
|
|
component.CurrentAngle = new Angle(newTheta);
|
|
component.LastFire = component.NextFire;
|
|
|
|
// Convert it so angle can go either side.
|
|
var random = Random.NextFloat(-0.5f, 0.5f);
|
|
var spread = component.CurrentAngle.Theta * random;
|
|
var angle = new Angle(direction.Theta + component.CurrentAngle.Theta * random);
|
|
DebugTools.Assert(spread <= component.MaxAngle.Theta);
|
|
return angle;
|
|
}
|
|
|
|
protected override void Popup(string message, EntityUid? uid, EntityUid? user) { }
|
|
|
|
protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
|
|
{
|
|
var filter = Filter.Pvs(uid, entityManager: EntityManager);
|
|
|
|
if (TryComp<ActorComponent>(user, out var actor))
|
|
filter.RemovePlayer(actor.PlayerSession);
|
|
|
|
RaiseNetworkEvent(message, filter);
|
|
}
|
|
|
|
public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
|
|
{
|
|
DebugTools.Assert(!Deleted(otherEntity), "Impact sound entity was deleted");
|
|
|
|
// Like projectiles and melee,
|
|
// 1. Entity specific sound
|
|
// 2. Ammo's sound
|
|
// 3. Nothing
|
|
var playedSound = false;
|
|
|
|
if (!forceWeaponSound && modifiedDamage != null && modifiedDamage.Total > 0 && TryComp<RangedDamageSoundComponent>(otherEntity, out var rangedSound))
|
|
{
|
|
var type = SharedMeleeWeaponSystem.GetHighestDamageSound(modifiedDamage, ProtoManager);
|
|
|
|
if (type != null && rangedSound.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
|
|
{
|
|
Audio.PlayPvs(damageSoundType, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
else if (type != null && rangedSound.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
|
|
{
|
|
Audio.PlayPvs(damageSoundGroup, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
}
|
|
|
|
if (!playedSound && weaponSound != null)
|
|
{
|
|
Audio.PlayPvs(weaponSound, otherEntity);
|
|
}
|
|
}
|
|
|
|
// TODO: Pseudo RNG so the client can predict these.
|
|
#region Hitscan effects
|
|
|
|
private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle mapDirection, HitscanPrototype hitscan, EntityUid? hitEntity = null)
|
|
{
|
|
// Lord
|
|
// Forgive me for the shitcode I am about to do
|
|
// Effects tempt me not
|
|
var sprites = new List<(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>();
|
|
var gridUid = fromCoordinates.GetGridUid(EntityManager);
|
|
var angle = mapDirection;
|
|
|
|
// We'll get the effects relative to the grid / map of the firer
|
|
// Look you could probably optimise this a bit with redundant transforms at this point.
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
if (xformQuery.TryGetComponent(gridUid, out var gridXform))
|
|
{
|
|
var (_, gridRot, gridInvMatrix) = TransformSystem.GetWorldPositionRotationInvMatrix(gridXform, xformQuery);
|
|
|
|
fromCoordinates = new EntityCoordinates(gridUid.Value,
|
|
gridInvMatrix.Transform(fromCoordinates.ToMapPos(EntityManager, TransformSystem)));
|
|
|
|
// Use the fallback angle I guess?
|
|
angle -= gridRot;
|
|
}
|
|
|
|
if (distance >= 1f)
|
|
{
|
|
if (hitscan.MuzzleFlash != null)
|
|
{
|
|
var coords = fromCoordinates.Offset(angle.ToVec().Normalized() / 2);
|
|
var netCoords = GetNetCoordinates(coords);
|
|
|
|
sprites.Add((netCoords, angle, hitscan.MuzzleFlash, 1f));
|
|
}
|
|
|
|
if (hitscan.TravelFlash != null)
|
|
{
|
|
var coords = fromCoordinates.Offset(angle.ToVec() * (distance + 0.5f) / 2);
|
|
var netCoords = GetNetCoordinates(coords);
|
|
|
|
sprites.Add((netCoords, angle, hitscan.TravelFlash, distance - 1.5f));
|
|
}
|
|
}
|
|
|
|
if (hitscan.ImpactFlash != null)
|
|
{
|
|
var coords = fromCoordinates.Offset(angle.ToVec() * distance);
|
|
var netCoords = GetNetCoordinates(coords);
|
|
|
|
sprites.Add((netCoords, angle.FlipPositive(), hitscan.ImpactFlash, 1f));
|
|
}
|
|
|
|
if (sprites.Count > 0)
|
|
{
|
|
RaiseNetworkEvent(new HitscanEvent
|
|
{
|
|
Sprites = sprites,
|
|
}, Filter.Pvs(fromCoordinates, entityMan: EntityManager));
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|