From 033ddb04e06441ca2ba64916d79d1ff84521b167 Mon Sep 17 00:00:00 2001 From: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Date: Sat, 29 Aug 2020 20:47:03 +1000 Subject: [PATCH] Parent muzzle flashes to the shooter (#1935) I didn't do hitscan because it would look weird af unless someone has a better idea. Co-authored-by: Metal Gear Sloth --- .../Components/Weapon/Ranged/Ammunition/AmmoComponent.cs | 5 +++-- .../Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs | 2 +- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/Content.Server/GameObjects/Components/Weapon/Ranged/Ammunition/AmmoComponent.cs b/Content.Server/GameObjects/Components/Weapon/Ranged/Ammunition/AmmoComponent.cs index e97f95973b..8e3df42259 100644 --- a/Content.Server/GameObjects/Components/Weapon/Ranged/Ammunition/AmmoComponent.cs +++ b/Content.Server/GameObjects/Components/Weapon/Ranged/Ammunition/AmmoComponent.cs @@ -128,7 +128,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition return entity; } - public void MuzzleFlash(GridCoordinates grid, Angle angle) + public void MuzzleFlash(IEntity entity, Angle angle) { if (_muzzleFlashSprite == null) { @@ -145,7 +145,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition EffectSprite = _muzzleFlashSprite, Born = time, DeathTime = deathTime, - Coordinates = grid.Translated(offset), + AttachedEntityUid = entity.Uid, + AttachedOffset = offset, //Rotated from east facing Rotation = (float) angle.Theta, Color = Vector4.Multiply(new Vector4(255, 255, 255, 255), 1.0f), diff --git a/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs b/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs index 454f165ee0..1ee780b0d9 100644 --- a/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs +++ b/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs @@ -260,7 +260,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels if (CanMuzzleFlash) { - ammoComponent.MuzzleFlash(Owner.Transform.GridPosition, angle); + ammoComponent.MuzzleFlash(Owner, angle); } if (ammoComponent.Caseless)