Re-implement recoil (#9406)
* Re-implement recoil Playing around with the values atm * Update constants * final tweaks
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@@ -29,7 +29,7 @@ namespace Content.Server.PneumaticCannon
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly StunSystem _stun = default!;
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[Dependency] private readonly AtmosphereSystem _atmos = default!;
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[Dependency] private readonly CameraRecoilSystem _cameraRecoil = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly StorageSystem _storageSystem = default!;
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@@ -231,7 +231,7 @@ namespace Content.Server.PneumaticCannon
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if (EntityManager.HasComponent<CameraRecoilComponent>(data.User))
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{
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var kick = Vector2.One * data.Strength;
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_cameraRecoil.KickCamera(data.User, kick);
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_sharedCameraRecoil.KickCamera(data.User, kick);
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}
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_throwingSystem.TryThrow(ent, data.Direction, data.Strength, data.User, GetPushbackRatioFromPower(comp.Power));
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