Add an effect that shows the item you're using to attack with when attacking
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@@ -1,10 +1,14 @@
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using Content.Client.GameObjects.Components.Mobs;
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using System;
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using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.GameObjects.Components.Weapons.Melee;
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using Content.Shared.GameObjects.Components.Weapons.Melee;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.EntitySystemMessages;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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@@ -18,6 +22,7 @@ namespace Content.Client.GameObjects.EntitySystems
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public sealed class MeleeWeaponSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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@@ -53,6 +58,26 @@ namespace Content.Client.GameObjects.EntitySystems
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var weaponArcAnimation = entity.GetComponent<MeleeWeaponArcAnimationComponent>();
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weaponArcAnimation.SetData(weaponArc, msg.Angle, attacker);
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// Due to ISpriteComponent limitations, weapons that don't use an RSI won't have this effect.
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if (EntityManager.TryGetEntity(msg.Source, out var source) && msg.TextureEffect && source.TryGetComponent(out ISpriteComponent sourceSprite)
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&& sourceSprite.BaseRSI?.Path != null)
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{
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var sys = Get<EffectSystem>();
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var curTime = _gameTiming.CurTime;
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var effect = new EffectSystemMessage
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{
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EffectSprite = sourceSprite.BaseRSI.Path.ToString(),
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RsiState = sourceSprite.LayerGetState(0).Name,
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Coordinates = attacker.Transform.GridPosition,
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 125), 1.0f),
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ColorDelta = Vector4.Multiply(new Vector4(0, 0, 0, -10), 1.0f),
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Velocity = msg.Angle.ToVec(),
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Acceleration = msg.Angle.ToVec() * 5f,
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Born = curTime,
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DeathTime = curTime.Add(TimeSpan.FromMilliseconds(300f)),
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};
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sys.CreateEffect(effect);
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}
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foreach (var uid in msg.Hits)
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{
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