Tweaks: разные мелкие исправления и корректировки (#22)
* add: система улучшения зрения для слепых * tweak: повышен урон дробовиков, повышен разброс * tweak: скорость снарядов лазеров увеличена вдвое * fix: фикс отображение веревки крюка-кошки * fix: исправлено отображение воспоминаний * tweak: перевод геймпресета революции * fix: фикс отображения цели и рефактор правила культа * add: Теперь помповые ружья нужно перезаряжать вручную * tweak: повышен урон других снарядов дробовиков * tweak: вещмешок синдиката больше не замедляет * fix: исправлено отображение слота хранилища костюма в инвентаре
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@@ -1,12 +1,8 @@
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using Content.Client.Movement.Systems;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Content.Shared.Eye.Blinding;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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namespace Content.Client.Eye.Blinding
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{
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@@ -18,7 +14,9 @@ namespace Content.Client.Eye.Blinding
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[Dependency] private readonly ILightManager _lightManager = default!;
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public override bool RequestScreenTexture => true;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _greyscaleShader;
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private readonly ShaderInstance _circleMaskShader;
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@@ -30,6 +28,7 @@ namespace Content.Client.Eye.Blinding
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_greyscaleShader = _prototypeManager.Index<ShaderPrototype>("GreyscaleFullscreen").InstanceUnique();
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_circleMaskShader = _prototypeManager.Index<ShaderPrototype>("CircleMask").InstanceUnique();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (!_entityManager.TryGetComponent(_playerManager.LocalSession?.AttachedEntity, out EyeComponent? eyeComp))
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@@ -50,15 +49,13 @@ namespace Content.Client.Eye.Blinding
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var blind = _blindableComponent.IsBlind;
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if (!blind && _blindableComponent.LightSetup) // Turn FOV back on if we can see again
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{
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_lightManager.Enabled = true;
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_blindableComponent.LightSetup = false;
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_blindableComponent.GraceFrame = true;
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return true;
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}
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if (blind || !_blindableComponent.LightSetup) // Turn FOV back on if we can see again
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return blind;
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return blind;
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_lightManager.Enabled = true;
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_blindableComponent.LightSetup = false;
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_blindableComponent.GraceFrame = true;
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return true;
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}
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protected override void Draw(in OverlayDrawArgs args)
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@@ -75,7 +72,8 @@ namespace Content.Client.Eye.Blinding
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{
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_blindableComponent.LightSetup = true; // Ok we touched the lights
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_lightManager.Enabled = false;
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} else
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}
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else
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{
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_blindableComponent.GraceFrame = false;
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}
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@@ -10,8 +10,7 @@ public sealed class BlindingSystem : EntitySystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] ILightManager _lightManager = default!;
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[Dependency] private readonly ILightManager _lightManager = default!;
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private BlindOverlay _overlay = default!;
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@@ -27,7 +26,7 @@ public sealed class BlindingSystem : EntitySystem
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SubscribeNetworkEvent<RoundRestartCleanupEvent>(RoundRestartCleanup);
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_overlay = new();
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_overlay = new BlindOverlay();
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}
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private void OnPlayerAttached(EntityUid uid, BlindableComponent component, LocalPlayerAttachedEvent args)
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@@ -43,13 +42,13 @@ public sealed class BlindingSystem : EntitySystem
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private void OnBlindInit(EntityUid uid, BlindableComponent component, ComponentInit args)
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{
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if (_player.LocalPlayer?.ControlledEntity == uid)
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if (_player.LocalSession?.AttachedEntity == uid)
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnBlindShutdown(EntityUid uid, BlindableComponent component, ComponentShutdown args)
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{
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if (_player.LocalPlayer?.ControlledEntity == uid)
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if (_player.LocalSession?.AttachedEntity == uid)
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{
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_overlayMan.RemoveOverlay(_overlay);
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}
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@@ -21,7 +21,7 @@ public sealed class BlurryVisionSystem : EntitySystem
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SubscribeLocalEvent<BlurryVisionComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<BlurryVisionComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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_overlay = new();
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_overlay = new BlurryVisionOverlay();
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}
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private void OnPlayerAttached(EntityUid uid, BlurryVisionComponent component, LocalPlayerAttachedEvent args)
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@@ -36,13 +36,13 @@ public sealed class BlurryVisionSystem : EntitySystem
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private void OnBlurryInit(EntityUid uid, BlurryVisionComponent component, ComponentInit args)
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{
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if (_player.LocalPlayer?.ControlledEntity == uid)
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if (_player.LocalSession?.AttachedEntity == uid)
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnBlurryShutdown(EntityUid uid, BlurryVisionComponent component, ComponentShutdown args)
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{
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if (_player.LocalPlayer?.ControlledEntity == uid)
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if (_player.LocalSession?.AttachedEntity == uid)
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{
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_overlayMan.RemoveOverlay(_overlay);
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}
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