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 <metalgearsloth@gmail.com>
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@@ -128,7 +128,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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return entity;
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return entity;
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}
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}
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public void MuzzleFlash(GridCoordinates grid, Angle angle)
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public void MuzzleFlash(IEntity entity, Angle angle)
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{
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{
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if (_muzzleFlashSprite == null)
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if (_muzzleFlashSprite == null)
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{
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{
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@@ -145,7 +145,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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EffectSprite = _muzzleFlashSprite,
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EffectSprite = _muzzleFlashSprite,
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Born = time,
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Born = time,
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DeathTime = deathTime,
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DeathTime = deathTime,
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Coordinates = grid.Translated(offset),
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AttachedEntityUid = entity.Uid,
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AttachedOffset = offset,
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//Rotated from east facing
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//Rotated from east facing
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Rotation = (float) angle.Theta,
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Rotation = (float) angle.Theta,
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 255), 1.0f),
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 255), 1.0f),
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@@ -260,7 +260,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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if (CanMuzzleFlash)
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if (CanMuzzleFlash)
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{
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{
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ammoComponent.MuzzleFlash(Owner.Transform.GridPosition, angle);
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ammoComponent.MuzzleFlash(Owner, angle);
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}
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}
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if (ammoComponent.Caseless)
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if (ammoComponent.Caseless)
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