add: laser, flamehider and silencer module for rifles
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@@ -1,6 +1,11 @@
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using Content.Server.Light.Events;
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using System.Numerics;
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using Content.Server.Light.Events;
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using Content.Server.Lightning;
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using Content.Shared.Light;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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namespace Content.Server._White.WeaponModules;
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@@ -8,7 +13,11 @@ namespace Content.Server._White.WeaponModules;
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public sealed class WeaponModulesSystem : EntitySystem
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{
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protected const string ModulesSlot = "gun_modules";
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[Dependency] private readonly SharedPointLightSystem _lightSystem = default!;
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[Dependency] private readonly PointLightSystem _lightSystem = default!;
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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SoundSpecifier? oldSoundGunshot;
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public override void Initialize()
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{
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base.Initialize();
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@@ -22,11 +31,14 @@ public sealed class WeaponModulesSystem : EntitySystem
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if (ModulesSlot != args.Container.ID)
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return;
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string weapon = Prototype(args.Entity)!.ID;
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EntityUid target = args.Container.Owner;
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string module = Prototype(args.Entity)!.ID;
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EntityUid weapon = args.Container.Owner;
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insertModules(weapon, comp);
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moduleEffect(weapon, target);
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TryComp<GunComponent>(weapon, out var gunComp);
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oldSoundGunshot = gunComp!.SoundGunshot;
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insertModules(module, comp);
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moduleEffect(module, weapon);
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}
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private void OnEject(EntityUid uid, WeaponModulesComponent comp, EntRemovedFromContainerMessage args)
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@@ -34,11 +46,11 @@ public sealed class WeaponModulesSystem : EntitySystem
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if (ModulesSlot != args.Container.ID)
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return;
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string weapon = Prototype(args.Entity)!.ID;
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EntityUid target = args.Container.Owner;
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string module = Prototype(args.Entity)!.ID;
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EntityUid weapon = args.Container.Owner;
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removeModules(weapon, comp);
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removeModuleEffect(weapon, target);
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removeModules(module, comp);
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removeModuleEffect(module, weapon);
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}
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private void insertModules(string module, WeaponModulesComponent comp)
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@@ -49,23 +61,52 @@ public sealed class WeaponModulesSystem : EntitySystem
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if(comp.Modules.Contains("LightModule")) break;
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comp.Modules.Add("LightModule");
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break;
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case "LaserModule":
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if(comp.Modules.Contains("LaserModule")) break;
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comp.Modules.Add("LaserModule");
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break;
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case "FlameHiderModule":
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if(comp.Modules.Contains("FlameHiderModule")) break;
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comp.Modules.Add("FlameHiderModule");
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break;
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case "SilencerModule":
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if(comp.Modules.Contains("SilencerModule")) break;
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comp.Modules.Add("SilencerModule");
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break;
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}
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}
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private void moduleEffect(string module, EntityUid target)
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private void moduleEffect(string module, EntityUid weapon)
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{
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switch (module)
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{
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case "LightModule":
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if (HasComp<PointLightComponent>(target))
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{
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_lightSystem.SetEnabled(target, true);
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break;
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}
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case "LightModule" when HasComp<PointLightComponent>(weapon):
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{
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_lightSystem.SetEnabled(weapon, true);
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break;
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}
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_lightSystem.TryGetLight(target, out var light);
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_lightSystem.EnsureLight(target);
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_lightSystem.SetRadius(target, 2F, light);
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case "LightModule":
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_lightSystem.TryGetLight(weapon, out var light);
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_lightSystem.EnsureLight(weapon).Offset = new Vector2(0, -1);
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_lightSystem.SetRadius(weapon, 2F, light);
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break;
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case "LaserModule":
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_gunSystem.setProjectileSpeed(weapon, 40F);
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break;
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case "FlameHiderModule":
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_gunSystem.setUseEffect(weapon, true);
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break;
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case "SilencerModule":
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_gunSystem.setUseEffect(weapon, true);
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_gunSystem.setSound(weapon, new SoundPathSpecifier("/Audio/White/Weapons/Modules/silence.ogg"));
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break;
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}
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}
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@@ -77,19 +118,46 @@ public sealed class WeaponModulesSystem : EntitySystem
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case "LightModule":
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comp.Modules.Remove("LightModule");
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break;
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case "LaserModule":
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comp.Modules.Remove("LaserModule");
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break;
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case "FlameHiderModule":
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comp.Modules.Remove("FlameHiderModule");
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break;
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case "SilencerModule":
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comp.Modules.Remove("SilencerModule");
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break;
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}
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}
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private void removeModuleEffect(string module, EntityUid target)
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private void removeModuleEffect(string module, EntityUid weapon)
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{
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switch (module)
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{
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case "LightModule":
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if(!HasComp<PointLightComponent>(target))
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if (!HasComp<PointLightComponent>(weapon))
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break;
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_lightSystem.TryGetLight(target, out var light);
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_lightSystem.SetEnabled(target, false, light);
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_lightSystem.TryGetLight(weapon, out var light);
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_lightSystem.SetEnabled(weapon, false, light);
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break;
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case "LaserModule":
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if (!HasComp<GunComponent>(weapon))
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break;
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_gunSystem.setProjectileSpeed(weapon, 25F);
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break;
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case "FlameHiderModule":
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_gunSystem.setUseEffect(weapon, false);
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break;
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case "SilencerModule":
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_gunSystem.setUseEffect(weapon, false);
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_gunSystem.setSound(weapon, oldSoundGunshot!);
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break;
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}
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}
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