* update math
* target finder system
* ports
* guns with projectiles
* make sure
* custom sprites for the laser
* add auto link
* add module
* sprite for the missile
* update animation speed
* ops
* make it glow
* overlay sprite
* stuff that doesn't work
* update launcher
* fix it
* make it see from far
* make it work
* sprite for the module
* 30 seconds is too much
* sprite for the range finder
* why was that here?
* update sprite of the missile
* update module icon
* ops
* update missile and missile launcher
* make it look like the launcher item
* remove ammo counter from range finder
* increase to 15 seconds
* no longer show the battery percentage
* use comp
* change summary
* ops
* new line
* make it last longer
* commentary
* acme moment
* fix bug when shooter was also the target and the projectile wouldn't move
* empty commit
* fix test fail
* replace with global behavior
* forgot to remove from the yml
* important
* check to see if the target exists
* fix autorefill bug
* remove unused system
* make it reload a tad slower
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* add tile gun module
* fix stacks being loaded all at once in guns
* fix tile gun module
* fixed indentation
* remove not necessary stuff
Co-authored-by: āda <ss.adasts@gmail.com>
* Use alias
Co-authored-by: āda <ss.adasts@gmail.com>
* fix OnBallisticInteractUsing
* forgot one
Co-authored-by: āda <ss.adasts@gmail.com>
* fix FillAmmo
* add another todo
* pass user instead of event args
Co-authored-by: āda <ss.adasts@gmail.com>
* fix last commit
* update todo
Co-authored-by: āda <ss.adasts@gmail.com>
* wrong place
* move gun to first slot
* custom sprite
* call a event
* important detail in the commentary
* remove recipe
* not used
* also not used anymore
* when did i remove this?
* fix sprite
* shoot faster
* move to shared
* use API method
* remove useless stuff
* Revert "remove useless stuff"
This reverts commit b198303aed7eb50aafb60e5a91b7af535219006b.
* fix code
* shot sound
* change spread
* fix attribution
* load sound
* empty sound
* commentary
* more commentary fix
* rename event
* remove duplicate
* who knew
* turn to mono
* yet another beep
* increase volume
* make it a crowbar
* make it able to self load clicking tiles
* make it able to pry tiles
* who needs a crowbar anymore
* make it networked
* no more hands
* move BeforeAmmoLoadedEvent call to TryBallisticInsert
* before now
* change sprite
* slight update to sprite
* mag visuals
* move split back to server
* get one method
* remove subscription
* use API method in the gun system
* move API call up
Co-authored-by: āda <ss.adasts@gmail.com>
* remove unused stuff
* fix get one method
* comment change
* half the firerate
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Entity<T>, skipping Magazine and ChamberMagazine
* missed some
* AUGH!!
* ballistic examine
* dotnet hates me
* WHY ARE YOU CALLED THAT!!!!
* cheers aada
* Adds BallisticAmmoSelfRefillerComponent
And uses it to replace battery-based refilling of the Syndicate L6 and Viper modules.
# Automagic Ballistic Ammo Refilling
- Add `BallisticAmmoSelfRefillerComponent`
- Handle `EmpPulseEvent` to pause refilling behavior for EMP's duration
# Supporting Changes
- Change `Content.Server.Weapons.Ranged.Systems.Update` override in `GunSystem.AutoFire.cs` to `UpdateAutoFire`
- Add `Content.Server.Weapons.Ranged.Systems.Update` to `GunSystem.cs` so that it can call `UpdateAutoFire` and `UpdateBallistic`
- Add public methods to GunSystem for use by refilling implementation
- PauseSelfRefill
- IsFullBallistic (same as #299)
- CanInsertBallistic (same as #299)
- TryBallisticInsert (same as #299)
* _timing -> Timing
* unspawned count stuff
* imagine building the code before pushing
* - apply to c20r ROW
- make predicted/shared
* revert server system import only changes
* oop
* o great and wise Slarti
* Scar comments
* field deltas + correct serializer
* review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add access to gun components
Found from an rmc14 PR.
* Admin verbs proving why access needs to exist
* Someone is probably going to post this pr to le reddit and complain about self-merges.
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Replace obsolete whitelist is valid with whitelist system
* Consistency
* Fix logic
* Bork
* I figured out how to get whitelists on the client lol
* test fail
* woops
* HELP ME FUNCTIONS
* Fix errors
* simplify
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
* turret go boom
* fix ammo
* universal function name
* Also explodes when destroyed
* comment added
* Triggerwhenemptycomponent added
* comment adjusted
* Updated uplink description
* Moved to own event file
* file namespace
* rerun tests
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Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>