# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
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 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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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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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)
|
||
{
|
||
UpdateAmmoCount(uid, ammoComp);
|
||
}
|
||
|
||
private void OnMuzzleFlash(MuzzleFlashEvent args)
|
||
{
|
||
var gunUid = GetEntity(args.Uid);
|
||
|
||
CreateEffect(gunUid, args, gunUid);
|
||
}
|
||
|
||
private void OnHitscan(HitscanEvent ev)
|
||
{
|
||
var hitscan = _proto.Index(ev.Hitscan);
|
||
//The real bullet speed is so high that the bullet isn’t visible at all. So, let's slow it down 5x.
|
||
var bulletSpeed = hitscan.Speed / 5000;
|
||
foreach (var effects in ev.Effects)
|
||
{
|
||
var delay = 0f;
|
||
foreach (var effect in effects)
|
||
delay = FireEffect(hitscan, bulletSpeed, delay, effect);
|
||
}
|
||
}
|
||
|
||
private float FireEffect(HitscanPrototype hitscan, float bulletSpeed, float delay, Effect effect)
|
||
{
|
||
var length = effect.Distance / bulletSpeed;
|
||
if (effect.MuzzleCoordinates is { } muzzleCoordinates)
|
||
{
|
||
if (hitscan.MuzzleFlash is { } mozzle && (_tracesEnabled || hitscan.Bullet is null))
|
||
RenderFlash(muzzleCoordinates, effect.Angle, mozzle, 1f, false, false, length, delay);
|
||
|
||
if (hitscan.Bullet is { } bullet)
|
||
RenderBullet(muzzleCoordinates, effect.Angle, bullet, effect.Distance - 1.5f, length, delay);
|
||
}
|
||
if (hitscan.TravelFlash is { } travel && effect.TravelCoordinates is { } travelCoordinates && (_tracesEnabled || hitscan.Bullet is null))
|
||
RenderFlash(travelCoordinates, effect.Angle, travel, effect.Distance - 1.5f, true, false, length, delay);
|
||
delay += length;
|
||
|
||
if ((hitscan.ImpactFlash is not null || effect.ImpactEnt is not null) && (_tracesEnabled || hitscan.Bullet is null))
|
||
Timer.Spawn((int)delay, () =>
|
||
{
|
||
if (hitscan.ImpactFlash is { } impact)
|
||
RenderFlash(effect.ImpactCoordinates, effect.Angle, impact, 1f, false, true, length, delay);
|
||
|
||
if (effect.ImpactEnt is { } netEnt && GetEntity(netEnt) is EntityUid ent)
|
||
RenderDisplacementImpact(GetCoordinates(effect.ImpactCoordinates), effect.Angle, ent);
|
||
});
|
||
return delay;
|
||
}
|
||
|
||
private void RenderDisplacementImpact(EntityCoordinates coords, Angle angle, EntityUid target)
|
||
{
|
||
if (!TryComp<SpriteComponent>(target, out var sprite))
|
||
return;
|
||
|
||
if (!TryComp(coords.EntityId, out TransformComponent? relativeXform))
|
||
return;
|
||
|
||
if (!sprite!.AllLayers.TryFirstOrDefault(x => (x.ActualRsi ?? x.Rsi) != null && x.RsiState != null, out var layer))
|
||
return;
|
||
|
||
if (layer.PixelSize.X != 32 || layer.PixelSize.Y != 32)
|
||
return;
|
||
|
||
var ent = Spawn(ImpactProto, coords);
|
||
var spriteComp = Comp<SpriteComponent>(ent);
|
||
|
||
var xform = Transform(ent);
|
||
var targetWorldRot = angle + _xform.GetWorldRotation(relativeXform);
|
||
var delta = targetWorldRot - _xform.GetWorldRotation(xform);
|
||
_xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform);
|
||
|
||
_sprite.LayerSetRsi((ent, spriteComp), "unshaded", (layer!.ActualRsi ?? layer.Rsi)!);
|
||
_sprite.LayerSetRsiState((ent, spriteComp), "unshaded", layer.RsiState);
|
||
spriteComp["unshaded"].Visible = true;
|
||
_displacement.TryAddDisplacement(_displacementEffect.Displacement, (ent, spriteComp), 0, "unshaded", out _);
|
||
}
|
||
private void RenderBullet(NetCoordinates coordinates, Angle angle, ExtendedSpriteSpecifier sprite, float distance, float length, float delay)
|
||
{
|
||
if (sprite.Sprite is not SpriteSpecifier.Rsi rsi)
|
||
return;
|
||
|
||
var coords = GetCoordinates(coordinates);
|
||
|
||
if (!TryComp(coords.EntityId, out TransformComponent? relativeXform))
|
||
return;
|
||
|
||
var ent = Spawn(HitscanProto, coords);
|
||
var spriteComp = Comp<SpriteComponent>(ent);
|
||
var spriteEnt = (ent, spriteComp);
|
||
|
||
var xform = Transform(ent);
|
||
var targetWorldRot = angle + _xform.GetWorldRotation(relativeXform);
|
||
var delta = targetWorldRot - _xform.GetWorldRotation(xform);
|
||
_xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform);
|
||
|
||
spriteComp[EffectLayers.Unshaded].AutoAnimated = false;
|
||
spriteComp[EffectLayers.Unshaded].Visible = true;
|
||
_sprite.LayerSetSprite(spriteEnt, EffectLayers.Unshaded, rsi);
|
||
_sprite.LayerSetRsiState(spriteEnt, EffectLayers.Unshaded, rsi.RsiState);
|
||
_sprite.SetOffset(spriteEnt, new Vector2(1f, 0f));
|
||
_sprite.SetRotation(spriteEnt, 1.5708f);
|
||
_sprite.SetColor(spriteEnt, sprite.SpriteColor);
|
||
_sprite.SetVisible(spriteEnt, delay == 0);
|
||
|
||
var time = delay + length;
|
||
|
||
var despawn = Comp<TimedDespawnComponent>(ent);
|
||
despawn.Lifetime = (time / 1000) + 1000;
|
||
|
||
if (delay != 0)
|
||
Timer.Spawn((int)delay, () =>
|
||
{
|
||
if (TryComp(ent, out spriteComp))
|
||
_sprite.SetVisible((ent, spriteComp), true);
|
||
});
|
||
|
||
Timer.Spawn((int)time, () =>
|
||
{
|
||
if (TryComp(ent, out spriteComp))
|
||
_sprite.SetVisible((ent, spriteComp), false);
|
||
});
|
||
|
||
var anim = new Animation()
|
||
{
|
||
Length = TimeSpan.FromMilliseconds(time),
|
||
AnimationTracks =
|
||
{
|
||
new AnimationTrackComponentProperty()
|
||
{
|
||
ComponentType = typeof(SpriteComponent),
|
||
Property = nameof(SpriteComponent.Offset),
|
||
KeyFrames =
|
||
{
|
||
new AnimationTrackProperty.KeyFrame(new Vector2(1f, 0f), delay / 1000),
|
||
new AnimationTrackProperty.KeyFrame(new Vector2(distance + 1.0f, 0f), time / 1000),
|
||
new AnimationTrackProperty.KeyFrame(new Vector2(distance + 1.0f, 0f), (time + 1000) / 1000),
|
||
},
|
||
InterpolationMode = AnimationInterpolationMode.Linear
|
||
}
|
||
}
|
||
};
|
||
|
||
_animPlayer.Play(ent, anim, "hitscan-effect");
|
||
}
|
||
private void RenderFlash(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float distance, bool travel, bool end, float length, float delay)
|
||
{
|
||
if (end) length = 0;
|
||
var time = delay + length + 100;
|
||
|
||
if (sprite is not SpriteSpecifier.Rsi rsi)
|
||
return;
|
||
|
||
var coords = GetCoordinates(coordinates);
|
||
|
||
if (!TryComp(coords.EntityId, out TransformComponent? relativeXform))
|
||
return;
|
||
|
||
var ent = Spawn(HitscanProto, coords);
|
||
var spriteComp = Comp<SpriteComponent>(ent);
|
||
var spriteEnt = (ent, spriteComp);
|
||
|
||
var xform = Transform(ent);
|
||
var targetWorldRot = angle + _xform.GetWorldRotation(relativeXform);
|
||
var delta = targetWorldRot - _xform.GetWorldRotation(xform);
|
||
_xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform);
|
||
|
||
spriteComp[EffectLayers.Unshaded].AutoAnimated = false;
|
||
_sprite.LayerSetSprite(spriteEnt, EffectLayers.Unshaded, rsi);
|
||
_sprite.LayerSetRsiState(spriteEnt, EffectLayers.Unshaded, rsi.RsiState);
|
||
if (travel)
|
||
{
|
||
_sprite.SetScale(spriteEnt, new Vector2(0.05f, 0.5f));
|
||
_sprite.SetOffset(spriteEnt, new Vector2(distance * -0.5f, 0f));
|
||
}
|
||
else
|
||
_sprite.SetScale(spriteEnt, new Vector2(1f, 0.5f));
|
||
|
||
spriteComp[EffectLayers.Unshaded].Visible = true;
|
||
|
||
var despawn = Comp<TimedDespawnComponent>(ent);
|
||
despawn.Lifetime = (time / 1000) + 1000;
|
||
|
||
if (delay != 0)
|
||
Timer.Spawn((int)delay, () => spriteComp.Visible = true);
|
||
|
||
Timer.Spawn((int)time, () =>
|
||
{
|
||
if (!Deleted(ent))
|
||
_sprite.SetVisible(spriteEnt, false);
|
||
});
|
||
|
||
var anim = new Animation()
|
||
{
|
||
Length = TimeSpan.FromMilliseconds(time),
|
||
AnimationTracks =
|
||
{
|
||
new AnimationTrackSpriteFlick()
|
||
{
|
||
LayerKey = EffectLayers.Unshaded,
|
||
KeyFrames =
|
||
{
|
||
new AnimationTrackSpriteFlick.KeyFrame(rsi.RsiState, (time - 100) / 1000),
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
if (travel)
|
||
{
|
||
anim.AnimationTracks.Add(new AnimationTrackComponentProperty()
|
||
{
|
||
ComponentType = typeof(SpriteComponent),
|
||
Property = nameof(SpriteComponent.Scale),
|
||
KeyFrames =
|
||
{
|
||
new AnimationTrackProperty.KeyFrame(new Vector2(0.05f, 0.5f), delay / 1000),
|
||
new AnimationTrackProperty.KeyFrame(new Vector2(distance, 0.5f), (time - 100) / 1000),
|
||
new AnimationTrackProperty.KeyFrame(new Vector2(distance, 0.5f), time / 1000),
|
||
},
|
||
InterpolationMode = AnimationInterpolationMode.Cubic
|
||
});
|
||
anim.AnimationTracks.Add(new AnimationTrackComponentProperty()
|
||
{
|
||
ComponentType = typeof(SpriteComponent),
|
||
Property = nameof(SpriteComponent.Offset),
|
||
KeyFrames =
|
||
{
|
||
new AnimationTrackProperty.KeyFrame(new Vector2(distance * -0.5f, 0f), delay / 1000),
|
||
new AnimationTrackProperty.KeyFrame(new Vector2(0, 0f), (time - 100) / 1000),
|
||
new AnimationTrackProperty.KeyFrame(new Vector2(0, 0f), time / 1000),
|
||
},
|
||
InterpolationMode = AnimationInterpolationMode.Cubic
|
||
});
|
||
}
|
||
|
||
_animPlayer.Play(ent, anim, "hitscan-effect");
|
||
}
|
||
|
||
public override void Update(float frameTime)
|
||
{
|
||
if (!Timing.IsFirstTimePredicted)
|
||
return;
|
||
|
||
var entityNull = _player.LocalEntity;
|
||
|
||
if (entityNull == null || !TryComp<CombatModeComponent>(entityNull, out var combat) || !combat.IsInCombatMode)
|
||
{
|
||
return;
|
||
}
|
||
|
||
var entity = entityNull.Value;
|
||
|
||
if (TryComp<MechPilotComponent>(entity, out var mechPilot))
|
||
{
|
||
entity = mechPilot.Mech;
|
||
}
|
||
|
||
if (!TryGetGun(entity, out var gunUid, out var gun))
|
||
{
|
||
return;
|
||
}
|
||
|
||
var useKey = gun.UseKey ? EngineKeyFunctions.Use : EngineKeyFunctions.UseSecondary;
|
||
|
||
if (_inputSystem.CmdStates.GetState(useKey) != BoundKeyState.Down && !gun.BurstActivated)
|
||
{
|
||
if (gun.ShotCounter != 0)
|
||
RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
|
||
return;
|
||
}
|
||
|
||
if (gun.NextFire > Timing.CurTime)
|
||
return;
|
||
|
||
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
|
||
|
||
if (mousePos.MapId == MapId.Nullspace)
|
||
{
|
||
if (gun.ShotCounter != 0)
|
||
RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
|
||
|
||
return;
|
||
}
|
||
|
||
// Define target coordinates relative to gun entity, so that network latency on moving grids doesn't fuck up the target location.
|
||
var coordinates = TransformSystem.ToCoordinates(entity, mousePos);
|
||
|
||
// Sunrise-Start
|
||
var targets = new List<NetEntity>();
|
||
if (_state.CurrentState is GameplayStateBase screen)
|
||
{
|
||
var spriteTree = EntityManager.EntitySysManager.GetEntitySystem<SpriteTreeSystem>();
|
||
var entities = spriteTree.QueryAabb(mousePos.MapId, Box2.CenteredAround(mousePos.Position, new Vector2(1.5f, 1.5f)));
|
||
|
||
foreach (var ent in entities)
|
||
{
|
||
targets.Add(GetNetEntity(ent.Uid));
|
||
}
|
||
}
|
||
// Sunrise-End
|
||
|
||
Log.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}");
|
||
|
||
RaisePredictiveEvent(new RequestShootEvent
|
||
{
|
||
Targets = targets, // Sunrise-Edit
|
||
Coordinates = GetNetCoordinates(coordinates),
|
||
Gun = GetNetEntity(gunUid),
|
||
});
|
||
}
|
||
|
||
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
|
||
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
|
||
{
|
||
userImpulse = true;
|
||
|
||
// Rather than splitting client / server for every ammo provider it's easier
|
||
// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
|
||
// This also means any ammo specific stuff can be grabbed as necessary.
|
||
var direction = TransformSystem.ToMapCoordinates(fromCoordinates).Position - TransformSystem.ToMapCoordinates(toCoordinates).Position;
|
||
var worldAngle = direction.ToAngle().Opposite();
|
||
|
||
foreach (var (ent, shootable) in ammo)
|
||
{
|
||
if (throwItems)
|
||
{
|
||
Recoil(user, direction, gun.CameraRecoilScalarModified);
|
||
if (IsClientSide(ent!.Value))
|
||
Del(ent.Value);
|
||
else
|
||
RemoveShootable(ent.Value);
|
||
continue;
|
||
}
|
||
|
||
switch (shootable)
|
||
{
|
||
//🌟Starlight🌟
|
||
case HitScanCartridgeAmmoComponent cartridge:
|
||
if (!cartridge.Spent)
|
||
{
|
||
SetCartridgeSpent(ent!.Value, cartridge, true);
|
||
MuzzleFlash(gunUid, cartridge, worldAngle, user);
|
||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||
Recoil(user, direction, gun.CameraRecoilScalarModified);
|
||
}
|
||
else
|
||
{
|
||
userImpulse = false;
|
||
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
|
||
}
|
||
|
||
if (IsClientSide(ent!.Value))
|
||
Del(ent.Value);
|
||
|
||
break;
|
||
|
||
case CartridgeAmmoComponent cartridge:
|
||
if (!cartridge.Spent)
|
||
{
|
||
SetCartridgeSpent(ent!.Value, cartridge, true);
|
||
MuzzleFlash(gunUid, cartridge, worldAngle, user);
|
||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||
Recoil(user, direction, gun.CameraRecoilScalarModified);
|
||
// TODO: Can't predict entity deletions.
|
||
//if (cartridge.DeleteOnSpawn)
|
||
// Del(cartridge.Owner);
|
||
}
|
||
else
|
||
{
|
||
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");
|
||
}
|
||
}
|