mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* 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>
113 lines
3.6 KiB
C#
113 lines
3.6 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Projectiles;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class ProjectileComponent : Component
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{
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/// <summary>
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/// The angle of the fired projectile.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Angle Angle;
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/// <summary>
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/// The effect that appears when a projectile collides with an entity.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId? ImpactEffect;
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/// <summary>
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/// User that shot this projectile.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? Shooter;
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/// <summary>
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/// Weapon used to shoot.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? Weapon;
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/// <summary>
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/// How much time after being shot the projectile can collide with the shooter.
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/// </summary>
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/// <remarks>
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/// Since projectiles spawn inside the shooter,
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/// they have to ignore the shooter for a little while while they fly away.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public TimeSpan DelayToAcknowledgeShooter = TimeSpan.FromSeconds(1);
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/// <summary>
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/// Time from which after the projectile can hit the shooter.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan? WhenToStopIgnoringShooter;
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/// <summary>
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/// The amount of damage the projectile will do.
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/// </summary>
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[DataField(required: true)] [ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = new();
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/// <summary>
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/// If the projectile should be deleted on collision.
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/// </summary>
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[DataField]
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public bool DeleteOnCollide = true;
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/// <summary>
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/// Ignore all damage resistances the target has.
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/// </summary>
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[DataField]
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public bool IgnoreResistances = false;
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/// <summary>
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/// Get that juicy FPS hit sound.
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/// </summary>
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[DataField]
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public SoundSpecifier? SoundHit;
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/// <summary>
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/// Force the projectiles sound to play rather than potentially playing the entity's sound.
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/// </summary>
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[DataField]
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public bool ForceSound = false;
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/// <summary>
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/// Whether this projectile will only collide with entities if it was shot from a gun (if <see cref="Weapon"/> is not null).
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/// </summary>
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[DataField]
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public bool OnlyCollideWhenShot = false;
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/// <summary>
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/// If true, the projectile has hit enough targets and should no longer interact with further collisions pending deletion.
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/// </summary>
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[DataField]
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public bool ProjectileSpent;
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/// <summary>
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/// When a projectile has this threshold set, it will continue to penetrate entities until the damage dealt reaches this threshold.
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/// </summary>
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[DataField]
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public FixedPoint2 PenetrationThreshold = FixedPoint2.Zero;
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/// <summary>
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/// If set, the projectile will not penetrate objects that lack the ability to take these damage types.
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/// </summary>
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[DataField]
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public List<string>? PenetrationDamageTypeRequirement;
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/// <summary>
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/// Tracks the amount of damage dealt for penetration purposes.
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/// </summary>
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[DataField]
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public FixedPoint2 PenetrationAmount = FixedPoint2.Zero;
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}
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