- tweak: Less attack cooldown on miss. (#140)
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@@ -428,8 +428,14 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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switch (attack)
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{
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case LightAttackEvent light:
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DoLightAttack(user, light, weaponUid, weapon, session, out var anim); // WD EDIT
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animation = anim ?? weapon.Animation; // WD EDIT
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DoLightAttack(user, light, weaponUid, weapon, session, out var miss); // WD EDIT
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// WD EDIT START
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animation = miss && weapon.Animation == "WeaponArcThrust"
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? weapon.MissAnimation
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: weapon.Animation;
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if (miss)
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weapon.NextAttack -= fireRate / 2f;
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// WD EDIT END
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break;
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case DisarmAttackEvent disarm:
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if (!DoDisarm(user, disarm, weaponUid, weapon, session))
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@@ -459,9 +465,9 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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protected abstract bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session);
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protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session, out string? animation) // WD EDIT
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protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session, out bool miss) // WD EDIT
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{
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animation = null; // WD EDIT
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miss = false; // WD EDIT
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// If I do not come back later to fix Light Attacks being Heavy Attacks you can throw me in the spider pit -Errant
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var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
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var target = GetEntity(ev.Target);
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@@ -490,8 +496,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage, null);
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RaiseLocalEvent(meleeUid, missEvent);
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Audio.PlayPredicted(component.SwingSound, meleeUid, user);
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if (component.Animation == "WeaponArcThrust") // WD EDIT
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animation = component.MissAnimation;
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miss = true; // WD EDIT
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return;
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}
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