* Rebalance HoS's Energy Shotgun
* SLIGHTLY Up the max charge so the gun properly recharges all of its charges, which matters a lot more with the self charge cooldown system.
* Prevent recharge cooldown if 0 power is used.
* Makes the clientside HUD actually update to reflect the changes in firecost and thus max/current charges.
* Properly fix that recharging to just under full issue instead of applying a budget fix to only the eshotgun.
* Clean up the client ammo UI fix.
* Update the self recharger component to comply with maintainer request.
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove code that was made redundant by a hotfix from another PR.
* Make the recharge pause on EMP, document things where needed, clean up code as per maintainer request, add a note to make the code better when power is moved to shared.
* Fix another internal issue
* Code cleanup + fix the rapid recharge verb to remove pause.
* cleanup
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Initial commit
* mechs has reflect
* all mechs has powercagehigh
* mechs can only powered by power cages
* powercages on protolathes
* magboots on mechs
* fire cost upped x2
* battery on guns has 200 energy by basic, adds ion gun
* mecha x-ray gun add
* mecha vindictor here
* added amlg 90
* added uvm31
* localization
* burst fire on Ultra
* fix vindictor no desc
* mech has prying
* add scale 1.08
* add scale 1.08 to combat mechs
* Mechs has collision
* buff chain sword
* upd
* some fixes
* fix weapon charging
* Fix UVM-31 "Drake" Sound and Proto particle
* Fix Mech collision, mechs can't stop peoples any more(some thing issues creates if collision is on)
* AMLG90 Has bigger damage
* Stunner uses hos stun spread
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Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Sometimes CreateEffect is called on a Invalid Entity. This now causes
that to check, thus returning out and printing some hopefully helpful
logs to try to track down the real source of this issue.
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
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Co-authored-by: 0x6273 <0x40@keemail.me>
* Xeno spitter fixes
- Require hands for pickup compounds
- Ranged combat can force movement to ignore LOS checks if ranged wants better LOS.
* Also spirates
IDK how this worked before but TryGetGun shouldn't care about combatmode.
* 1 more
* 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>