646 lines
25 KiB
C#
646 lines
25 KiB
C#
using System.Numerics;
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using Content.Client.Animations;
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using Content.Client.DisplacementMap;
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using Content.Client.Gameplay;
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using Content.Client.Items;
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using Content.Client.Weapons.Ranged.Components;
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using Content.Shared._Starlight.Effects;
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using Content.Shared._Starlight.Weapon.Components;
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using Content.Shared._Sunrise.SunriseCCVars;
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using Content.Shared.Camera;
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using Content.Shared.CombatMode;
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using Content.Shared.Mech.Components;
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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.Ranged.Systems;
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using Content.Shared.Starlight.Utility;
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using Robust.Client.Animations;
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using Robust.Client.ComponentTrees;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Shared.Animations;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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using Robust.Shared.Configuration;
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namespace Content.Client.Weapons.Ranged.Systems;
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// There’ve been so many radical changes here that you can basically consider the entire file as being under the Starlight folder now.
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public sealed partial class GunSystem : SharedGunSystem
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IStateManager _state = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly AnimationPlayerSystem _animPlayer = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
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[Dependency] private readonly SharedMapSystem _maps = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[ValidatePrototypeId<EntityPrototype>]
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public const string HitscanProto = "HitscanEffect";
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public const string ImpactProto = "ImpactEffect";
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private DisplacementEffect _displacementEffect = null!;
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private bool _tracesEnabled = true;
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public override void Shutdown()
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{
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base.Shutdown();
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_cfg.UnsubValueChanged(SunriseCCVars.TracesEnabled, OnTracesEnabledChanged);
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}
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private void OnTracesEnabledChanged(bool tracesEnabled)
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=> _tracesEnabled = tracesEnabled;
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public bool SpreadOverlay
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{
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get => _spreadOverlay;
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set
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{
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if (_spreadOverlay == value)
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return;
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_spreadOverlay = value;
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if (_spreadOverlay)
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{
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_overlayManager.AddOverlay(new GunSpreadOverlay(
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EntityManager,
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_eyeManager,
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Timing,
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_inputManager,
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_player,
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this,
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TransformSystem));
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}
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else
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{
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_overlayManager.RemoveOverlay<GunSpreadOverlay>();
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}
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}
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}
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private bool _spreadOverlay;
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public override void Initialize()
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{
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base.Initialize();
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_cfg.OnValueChanged(SunriseCCVars.TracesEnabled, OnTracesEnabledChanged, true);
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<AmmoCounterComponent, ItemStatusCollectMessage>(OnAmmoCounterCollect);
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SubscribeLocalEvent<AmmoCounterComponent, UpdateClientAmmoEvent>(OnUpdateClientAmmo);
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SubscribeAllEvent<MuzzleFlashEvent>(OnMuzzleFlash);
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// Plays animated effects on the client.
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SubscribeNetworkEvent<HitscanEvent>(OnHitscan);
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InitializeMagazineVisuals();
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InitializeSpentAmmo();
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_displacementEffect = _proto.Index<DisplacementEffect>("displacementEffect");
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}
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private void OnUpdateClientAmmo(EntityUid uid, AmmoCounterComponent ammoComp, ref UpdateClientAmmoEvent args)
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{
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UpdateAmmoCount(uid, ammoComp);
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}
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private void OnMuzzleFlash(MuzzleFlashEvent args)
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{
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var gunUid = GetEntity(args.Uid);
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CreateEffect(gunUid, args, gunUid);
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}
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private void OnHitscan(HitscanEvent ev)
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{
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var hitscan = _proto.Index(ev.Hitscan);
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//The real bullet speed is so high that the bullet isn’t visible at all. So, let's slow it down 5x.
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var bulletSpeed = hitscan.Speed / 5000;
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foreach (var effects in ev.Effects)
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{
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var delay = 0f;
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foreach (var effect in effects)
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delay = FireEffect(hitscan, bulletSpeed, delay, effect);
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}
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}
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private float FireEffect(HitscanPrototype hitscan, float bulletSpeed, float delay, Effect effect)
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{
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var length = effect.Distance / bulletSpeed;
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if (effect.MuzzleCoordinates is { } muzzleCoordinates)
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{
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if (hitscan.MuzzleFlash is { } mozzle && (_tracesEnabled || hitscan.Bullet is null))
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RenderFlash(muzzleCoordinates, effect.Angle, mozzle, 1f, false, false, length, delay);
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if (hitscan.Bullet is { } bullet)
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RenderBullet(muzzleCoordinates, effect.Angle, bullet, effect.Distance - 1.5f, length, delay);
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}
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if (hitscan.TravelFlash is { } travel && effect.TravelCoordinates is { } travelCoordinates && (_tracesEnabled || hitscan.Bullet is null))
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RenderFlash(travelCoordinates, effect.Angle, travel, effect.Distance - 1.5f, true, false, length, delay);
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delay += length;
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if ((hitscan.ImpactFlash is not null || effect.ImpactEnt is not null) && (_tracesEnabled || hitscan.Bullet is null))
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Timer.Spawn((int)delay, () =>
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{
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if (hitscan.ImpactFlash is { } impact)
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RenderFlash(effect.ImpactCoordinates, effect.Angle, impact, 1f, false, true, length, delay);
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if (effect.ImpactEnt is { } netEnt && GetEntity(netEnt) is EntityUid ent)
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RenderDisplacementImpact(GetCoordinates(effect.ImpactCoordinates), effect.Angle, ent);
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});
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return delay;
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}
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private void RenderDisplacementImpact(EntityCoordinates coords, Angle angle, EntityUid target)
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{
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if (!TryComp<SpriteComponent>(target, out var sprite))
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return;
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if (!TryComp(coords.EntityId, out TransformComponent? relativeXform))
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return;
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if (!sprite!.AllLayers.TryFirstOrDefault(x => (x.ActualRsi ?? x.Rsi) != null && x.RsiState != null, out var layer))
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return;
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if (layer.PixelSize.X != 32 || layer.PixelSize.Y != 32)
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return;
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var ent = Spawn(ImpactProto, coords);
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var spriteComp = Comp<SpriteComponent>(ent);
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var xform = Transform(ent);
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var targetWorldRot = angle + _xform.GetWorldRotation(relativeXform);
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var delta = targetWorldRot - _xform.GetWorldRotation(xform);
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_xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform);
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_sprite.LayerSetRsi((ent, spriteComp), "unshaded", (layer!.ActualRsi ?? layer.Rsi)!);
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_sprite.LayerSetRsiState((ent, spriteComp), "unshaded", layer.RsiState);
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spriteComp["unshaded"].Visible = true;
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_displacement.TryAddDisplacement(_displacementEffect.Displacement, (ent, spriteComp), 0, "unshaded", out _);
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}
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private void RenderBullet(NetCoordinates coordinates, Angle angle, ExtendedSpriteSpecifier sprite, float distance, float length, float delay)
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{
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if (sprite.Sprite is not SpriteSpecifier.Rsi rsi)
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return;
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var coords = GetCoordinates(coordinates);
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if (!TryComp(coords.EntityId, out TransformComponent? relativeXform))
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return;
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var ent = Spawn(HitscanProto, coords);
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var spriteComp = Comp<SpriteComponent>(ent);
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var spriteEnt = (ent, spriteComp);
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var xform = Transform(ent);
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var targetWorldRot = angle + _xform.GetWorldRotation(relativeXform);
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var delta = targetWorldRot - _xform.GetWorldRotation(xform);
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_xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform);
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spriteComp[EffectLayers.Unshaded].AutoAnimated = false;
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spriteComp[EffectLayers.Unshaded].Visible = true;
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_sprite.LayerSetSprite(spriteEnt, EffectLayers.Unshaded, rsi);
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_sprite.LayerSetRsiState(spriteEnt, EffectLayers.Unshaded, rsi.RsiState);
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_sprite.SetOffset(spriteEnt, new Vector2(1f, 0f));
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_sprite.SetRotation(spriteEnt, 1.5708f);
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_sprite.SetColor(spriteEnt, sprite.SpriteColor);
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_sprite.SetVisible(spriteEnt, delay == 0);
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var time = delay + length;
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var despawn = Comp<TimedDespawnComponent>(ent);
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despawn.Lifetime = (time / 1000) + 1000;
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if (delay != 0)
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Timer.Spawn((int)delay, () =>
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{
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if (TryComp(ent, out spriteComp))
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_sprite.SetVisible((ent, spriteComp), true);
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});
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Timer.Spawn((int)time, () =>
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{
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if (TryComp(ent, out spriteComp))
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_sprite.SetVisible((ent, spriteComp), false);
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});
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var anim = new Animation()
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{
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Length = TimeSpan.FromMilliseconds(time),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(new Vector2(1f, 0f), delay / 1000),
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new AnimationTrackProperty.KeyFrame(new Vector2(distance + 1.0f, 0f), time / 1000),
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new AnimationTrackProperty.KeyFrame(new Vector2(distance + 1.0f, 0f), (time + 1000) / 1000),
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},
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InterpolationMode = AnimationInterpolationMode.Linear
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}
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}
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};
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_animPlayer.Play(ent, anim, "hitscan-effect");
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}
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private void RenderFlash(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float distance, bool travel, bool end, float length, float delay)
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{
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if (end) length = 0;
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var time = delay + length + 100;
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if (sprite is not SpriteSpecifier.Rsi rsi)
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return;
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var coords = GetCoordinates(coordinates);
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if (!TryComp(coords.EntityId, out TransformComponent? relativeXform))
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return;
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var ent = Spawn(HitscanProto, coords);
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var spriteComp = Comp<SpriteComponent>(ent);
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var spriteEnt = (ent, spriteComp);
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var xform = Transform(ent);
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var targetWorldRot = angle + _xform.GetWorldRotation(relativeXform);
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var delta = targetWorldRot - _xform.GetWorldRotation(xform);
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_xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform);
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spriteComp[EffectLayers.Unshaded].AutoAnimated = false;
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_sprite.LayerSetSprite(spriteEnt, EffectLayers.Unshaded, rsi);
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_sprite.LayerSetRsiState(spriteEnt, EffectLayers.Unshaded, rsi.RsiState);
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if (travel)
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{
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_sprite.SetScale(spriteEnt, new Vector2(0.05f, 0.5f));
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_sprite.SetOffset(spriteEnt, new Vector2(distance * -0.5f, 0f));
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}
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else
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_sprite.SetScale(spriteEnt, new Vector2(1f, 0.5f));
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spriteComp[EffectLayers.Unshaded].Visible = true;
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var despawn = Comp<TimedDespawnComponent>(ent);
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despawn.Lifetime = (time / 1000) + 1000;
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if (delay != 0)
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Timer.Spawn((int)delay, () => spriteComp.Visible = true);
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Timer.Spawn((int)time, () =>
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{
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if (!Deleted(ent))
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_sprite.SetVisible(spriteEnt, false);
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});
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var anim = new Animation()
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{
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Length = TimeSpan.FromMilliseconds(time),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick()
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{
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LayerKey = EffectLayers.Unshaded,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(rsi.RsiState, (time - 100) / 1000),
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}
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}
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}
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};
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if (travel)
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{
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anim.AnimationTracks.Add(new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Scale),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(new Vector2(0.05f, 0.5f), delay / 1000),
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new AnimationTrackProperty.KeyFrame(new Vector2(distance, 0.5f), (time - 100) / 1000),
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new AnimationTrackProperty.KeyFrame(new Vector2(distance, 0.5f), time / 1000),
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},
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InterpolationMode = AnimationInterpolationMode.Cubic
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});
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anim.AnimationTracks.Add(new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(new Vector2(distance * -0.5f, 0f), delay / 1000),
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new AnimationTrackProperty.KeyFrame(new Vector2(0, 0f), (time - 100) / 1000),
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new AnimationTrackProperty.KeyFrame(new Vector2(0, 0f), time / 1000),
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},
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InterpolationMode = AnimationInterpolationMode.Cubic
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});
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}
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_animPlayer.Play(ent, anim, "hitscan-effect");
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}
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public override void Update(float frameTime)
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{
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if (!Timing.IsFirstTimePredicted)
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return;
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var entityNull = _player.LocalEntity;
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if (entityNull == null || !TryComp<CombatModeComponent>(entityNull, out var combat) || !combat.IsInCombatMode)
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{
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return;
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}
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var entity = entityNull.Value;
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if (TryComp<MechPilotComponent>(entity, out var mechPilot))
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{
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entity = mechPilot.Mech;
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}
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if (!TryGetGun(entity, out var gunUid, out var gun))
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{
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return;
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}
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var useKey = gun.UseKey ? EngineKeyFunctions.Use : EngineKeyFunctions.UseSecondary;
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if (_inputSystem.CmdStates.GetState(useKey) != BoundKeyState.Down && !gun.BurstActivated)
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{
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if (gun.ShotCounter != 0)
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RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
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return;
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}
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if (gun.NextFire > Timing.CurTime)
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return;
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
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if (mousePos.MapId == MapId.Nullspace)
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{
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if (gun.ShotCounter != 0)
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RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
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return;
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}
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// Define target coordinates relative to gun entity, so that network latency on moving grids doesn't fuck up the target location.
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var coordinates = TransformSystem.ToCoordinates(entity, mousePos);
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// Sunrise-Start
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var targets = new List<NetEntity>();
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if (_state.CurrentState is GameplayStateBase screen)
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{
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var spriteTree = EntityManager.EntitySysManager.GetEntitySystem<SpriteTreeSystem>();
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var entities = spriteTree.QueryAabb(mousePos.MapId, Box2.CenteredAround(mousePos.Position, new Vector2(1.5f, 1.5f)));
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foreach (var ent in entities)
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{
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targets.Add(GetNetEntity(ent.Uid));
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}
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}
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// Sunrise-End
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Log.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}");
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RaisePredictiveEvent(new RequestShootEvent
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{
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Targets = targets, // Sunrise-Edit
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Coordinates = GetNetCoordinates(coordinates),
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Gun = GetNetEntity(gunUid),
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});
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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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// Rather than splitting client / server for every ammo provider it's easier
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// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
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// This also means any ammo specific stuff can be grabbed as necessary.
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var direction = TransformSystem.ToMapCoordinates(fromCoordinates).Position - TransformSystem.ToMapCoordinates(toCoordinates).Position;
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var worldAngle = direction.ToAngle().Opposite();
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foreach (var (ent, shootable) in ammo)
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{
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if (throwItems)
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{
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Recoil(user, direction, gun.CameraRecoilScalarModified);
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if (IsClientSide(ent!.Value))
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Del(ent.Value);
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else
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RemoveShootable(ent.Value);
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continue;
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}
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switch (shootable)
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{
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//🌟Starlight🌟
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case HitScanCartridgeAmmoComponent cartridge:
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if (!cartridge.Spent)
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{
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SetCartridgeSpent(ent!.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, worldAngle, user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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Recoil(user, direction, gun.CameraRecoilScalarModified);
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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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if (IsClientSide(ent!.Value))
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Del(ent.Value);
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break;
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case CartridgeAmmoComponent cartridge:
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if (!cartridge.Spent)
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{
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SetCartridgeSpent(ent!.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, worldAngle, user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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Recoil(user, direction, gun.CameraRecoilScalarModified);
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// TODO: Can't predict entity deletions.
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//if (cartridge.DeleteOnSpawn)
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// Del(cartridge.Owner);
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}
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else
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{
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userImpulse = false;
|
||
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
|
||
}
|
||
|
||
if (IsClientSide(ent!.Value))
|
||
Del(ent.Value);
|
||
|
||
break;
|
||
case AmmoComponent newAmmo:
|
||
MuzzleFlash(gunUid, newAmmo, worldAngle, user);
|
||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||
Recoil(user, direction, gun.CameraRecoilScalarModified);
|
||
if (IsClientSide(ent!.Value))
|
||
Del(ent.Value);
|
||
else
|
||
RemoveShootable(ent.Value);
|
||
break;
|
||
case HitscanPrototype:
|
||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||
Recoil(user, direction, gun.CameraRecoilScalarModified);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
private void Recoil(EntityUid? user, Vector2 recoil, float recoilScalar)
|
||
{
|
||
if (!Timing.IsFirstTimePredicted || user == null || recoil == Vector2.Zero || recoilScalar == 0)
|
||
return;
|
||
|
||
_recoil.KickCamera(user.Value, recoil.Normalized() * 0.5f * recoilScalar);
|
||
}
|
||
|
||
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
|
||
{
|
||
if (uid == null || user == null || !Timing.IsFirstTimePredicted)
|
||
return;
|
||
|
||
PopupSystem.PopupEntity(message, uid.Value, user.Value);
|
||
}
|
||
|
||
protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? tracked = null)
|
||
{
|
||
if (!Timing.IsFirstTimePredicted)
|
||
return;
|
||
|
||
// EntityUid check added to stop throwing exceptions due to https://github.com/space-wizards/space-station-14/issues/28252
|
||
// TODO: Check to see why invalid entities are firing effects.
|
||
if (gunUid == EntityUid.Invalid)
|
||
{
|
||
Log.Debug($"Invalid Entity sent MuzzleFlashEvent (proto: {message.Prototype}, gun: {ToPrettyString(gunUid)})");
|
||
return;
|
||
}
|
||
|
||
var gunXform = Transform(gunUid);
|
||
var gridUid = gunXform.GridUid;
|
||
EntityCoordinates coordinates;
|
||
|
||
if (TryComp(gridUid, out MapGridComponent? mapGrid))
|
||
{
|
||
coordinates = new EntityCoordinates(gridUid.Value, _maps.LocalToGrid(gridUid.Value, mapGrid, gunXform.Coordinates));
|
||
}
|
||
else if (gunXform.MapUid != null)
|
||
{
|
||
coordinates = new EntityCoordinates(gunXform.MapUid.Value, TransformSystem.GetWorldPosition(gunXform));
|
||
}
|
||
else
|
||
{
|
||
return;
|
||
}
|
||
|
||
var ent = Spawn(message.Prototype, coordinates);
|
||
TransformSystem.SetWorldRotationNoLerp(ent, message.Angle);
|
||
|
||
if (tracked != null)
|
||
{
|
||
var track = EnsureComp<TrackUserComponent>(ent);
|
||
track.User = tracked;
|
||
track.Offset = Vector2.UnitX / 2f;
|
||
}
|
||
|
||
var lifetime = 0.4f;
|
||
|
||
if (TryComp<TimedDespawnComponent>(gunUid, out var despawn))
|
||
{
|
||
lifetime = despawn.Lifetime;
|
||
}
|
||
|
||
var anim = new Animation()
|
||
{
|
||
Length = TimeSpan.FromSeconds(lifetime),
|
||
AnimationTracks =
|
||
{
|
||
new AnimationTrackComponentProperty
|
||
{
|
||
ComponentType = typeof(SpriteComponent),
|
||
Property = nameof(SpriteComponent.Color),
|
||
InterpolationMode = AnimationInterpolationMode.Linear,
|
||
KeyFrames =
|
||
{
|
||
new AnimationTrackProperty.KeyFrame(Color.White.WithAlpha(1f), 0),
|
||
new AnimationTrackProperty.KeyFrame(Color.White.WithAlpha(0f), lifetime)
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
_animPlayer.Play(ent, anim, "muzzle-flash");
|
||
if (!TryComp(gunUid, out PointLightComponent? light))
|
||
{
|
||
light = Factory.GetComponent<PointLightComponent>();
|
||
light.NetSyncEnabled = false;
|
||
AddComp(gunUid, light);
|
||
}
|
||
|
||
Lights.SetEnabled(gunUid, true, light);
|
||
Lights.SetRadius(gunUid, 2f, light);
|
||
Lights.SetColor(gunUid, Color.FromHex("#cc8e2b"), light);
|
||
Lights.SetEnergy(gunUid, 5f, light);
|
||
|
||
var animTwo = new Animation()
|
||
{
|
||
Length = TimeSpan.FromSeconds(lifetime),
|
||
AnimationTracks =
|
||
{
|
||
new AnimationTrackComponentProperty
|
||
{
|
||
ComponentType = typeof(PointLightComponent),
|
||
Property = nameof(PointLightComponent.Energy),
|
||
InterpolationMode = AnimationInterpolationMode.Linear,
|
||
KeyFrames =
|
||
{
|
||
new AnimationTrackProperty.KeyFrame(5f, 0),
|
||
new AnimationTrackProperty.KeyFrame(0f, lifetime)
|
||
}
|
||
},
|
||
new AnimationTrackComponentProperty
|
||
{
|
||
ComponentType = typeof(PointLightComponent),
|
||
Property = nameof(PointLightComponent.AnimatedEnable),
|
||
InterpolationMode = AnimationInterpolationMode.Linear,
|
||
KeyFrames =
|
||
{
|
||
new AnimationTrackProperty.KeyFrame(true, 0),
|
||
new AnimationTrackProperty.KeyFrame(false, lifetime)
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
var uidPlayer = EnsureComp<AnimationPlayerComponent>(gunUid);
|
||
|
||
_animPlayer.Stop(gunUid, uidPlayer, "muzzle-flash-light");
|
||
_animPlayer.Play((gunUid, uidPlayer), animTwo, "muzzle-flash-light");
|
||
}
|
||
}
|