add: laser, flamehider and silencer module for rifles
This commit is contained in:
@@ -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.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.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Containers;
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namespace Content.Server._White.WeaponModules;
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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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public sealed class WeaponModulesSystem : EntitySystem
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{
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{
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protected const string ModulesSlot = "gun_modules";
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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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public override void Initialize()
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{
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{
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base.Initialize();
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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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if (ModulesSlot != args.Container.ID)
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return;
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return;
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string weapon = Prototype(args.Entity)!.ID;
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string module = Prototype(args.Entity)!.ID;
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EntityUid target = args.Container.Owner;
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EntityUid weapon = args.Container.Owner;
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insertModules(weapon, comp);
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TryComp<GunComponent>(weapon, out var gunComp);
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moduleEffect(weapon, target);
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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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}
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private void OnEject(EntityUid uid, WeaponModulesComponent comp, EntRemovedFromContainerMessage args)
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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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if (ModulesSlot != args.Container.ID)
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return;
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return;
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string weapon = Prototype(args.Entity)!.ID;
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string module = Prototype(args.Entity)!.ID;
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EntityUid target = args.Container.Owner;
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EntityUid weapon = args.Container.Owner;
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removeModules(weapon, comp);
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removeModules(module, comp);
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removeModuleEffect(weapon, target);
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removeModuleEffect(module, weapon);
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}
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}
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private void insertModules(string module, WeaponModulesComponent comp)
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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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if(comp.Modules.Contains("LightModule")) break;
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comp.Modules.Add("LightModule");
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comp.Modules.Add("LightModule");
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break;
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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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}
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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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{
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switch (module)
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switch (module)
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{
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{
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case "LightModule":
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case "LightModule" when HasComp<PointLightComponent>(weapon):
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if (HasComp<PointLightComponent>(target))
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{
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{
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_lightSystem.SetEnabled(weapon, true);
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_lightSystem.SetEnabled(target, true);
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break;
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break;
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}
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}
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_lightSystem.TryGetLight(target, out var light);
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case "LightModule":
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_lightSystem.EnsureLight(target);
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_lightSystem.SetRadius(target, 2F, light);
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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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break;
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}
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}
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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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case "LightModule":
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comp.Modules.Remove("LightModule");
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comp.Modules.Remove("LightModule");
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break;
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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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}
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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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{
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switch (module)
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switch (module)
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{
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{
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case "LightModule":
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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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break;
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_lightSystem.TryGetLight(target, out var light);
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_lightSystem.TryGetLight(weapon, out var light);
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_lightSystem.SetEnabled(target, false, 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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break;
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}
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}
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}
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}
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@@ -179,6 +179,12 @@ public sealed partial class GunComponent : Component
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[DataField]
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[DataField]
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public bool ResetOnHandSelected = true;
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public bool ResetOnHandSelected = true;
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/// <summary>
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/// For flamehider module | WD EDIT
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool canUseEffect;
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/// <summary>
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/// <summary>
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/// The base value for how fast the projectile moves.
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/// The base value for how fast the projectile moves.
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/// </summary>
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/// </summary>
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@@ -475,7 +475,9 @@ public abstract partial class SharedGunSystem : EntitySystem
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protected void MuzzleFlash(EntityUid gun, AmmoComponent component, EntityUid? user = null)
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protected void MuzzleFlash(EntityUid gun, AmmoComponent component, EntityUid? user = null)
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{
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{
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var attemptEv = new GunMuzzleFlashAttemptEvent();
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TryComp<GunComponent>(gun, out var gunComponent); // WD EDIT
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var attemptEv = new GunMuzzleFlashAttemptEvent(gunComponent!.canUseEffect); // WD EDIT
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RaiseLocalEvent(gun, ref attemptEv);
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RaiseLocalEvent(gun, ref attemptEv);
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if (attemptEv.Cancelled)
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if (attemptEv.Cancelled)
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return;
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return;
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@@ -534,8 +536,31 @@ public abstract partial class SharedGunSystem : EntitySystem
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Dirty(gun);
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Dirty(gun);
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}
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}
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protected abstract void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null);
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public void setProjectileSpeed(EntityUid weapon, float projectileSpeed)
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{
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TryComp<GunComponent>(weapon, out var gunComponent);
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gunComponent!.ProjectileSpeed = projectileSpeed;
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RefreshModifiers(weapon);
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}
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public void setSound(EntityUid weapon, SoundSpecifier sound)
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{
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TryComp<GunComponent>(weapon, out var gunComponent);
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gunComponent!.SoundGunshot = sound;
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RefreshModifiers(weapon);
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}
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public void setUseEffect(EntityUid weapon, bool state)
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{
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TryComp<GunComponent>(weapon, out var gunComponent);
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gunComponent!.canUseEffect = state;
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RefreshModifiers(weapon);
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}
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protected abstract void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null);
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/// <summary>
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/// <summary>
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/// Used for animated effects on the client.
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/// Used for animated effects on the client.
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/// </summary>
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/// </summary>
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BIN
Resources/Audio/White/Weapons/Modules/silence.ogg
Normal file
BIN
Resources/Audio/White/Weapons/Modules/silence.ogg
Normal file
Binary file not shown.
@@ -12,7 +12,7 @@
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sprite: White/Objects/Weapons/modules.rsi
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sprite: White/Objects/Weapons/modules.rsi
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size: Small
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size: Small
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shape:
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shape:
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- 0,0,1,1
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- 0,0,0,0
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layers:
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layers:
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- state: base
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- state: base
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map: ["enum.GunVisualLayers.Base"]
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map: ["enum.GunVisualLayers.Base"]
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@@ -23,10 +23,40 @@
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# modules
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# modules
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- type: entity
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- type: entity
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id: LightModule
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id: LightModule
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name: "light module for rifle"
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name: "light module"
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parent: BaseModule
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parent: BaseModule
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components:
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components:
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- type: Item
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- type: Item
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- type: Sprite
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- type: Sprite
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state: light
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state: light
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- type: Appearance
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- type: entity
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id: LaserModule
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name: "laser module"
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parent: BaseModule
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components:
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- type: Item
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- type: Sprite
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state: laser
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- type: Appearance
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- type: entity
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id: FlameHiderModule
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name: "flamehider module"
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parent: BaseModule
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components:
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- type: Item
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- type: Sprite
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state: flamehider
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- type: Appearance
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- type: entity
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id: SilencerModule
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name: "silencer module"
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parent: BaseModule
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components:
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- type: Item
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- type: Sprite
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state: flamehider
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- type: Appearance
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- type: Appearance
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Binary file not shown.
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After Width: | Height: | Size: 2.7 KiB |
BIN
Resources/Textures/White/Objects/Weapons/modules.rsi/laser.png
Normal file
BIN
Resources/Textures/White/Objects/Weapons/modules.rsi/laser.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 2.7 KiB |
@@ -9,6 +9,11 @@
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"states": [
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"states": [
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{
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{
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"name": "light"
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"name": "light"
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},
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{
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"name": "laser"
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}, {
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"name": "flamehider"
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}
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}
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]
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]
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}
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}
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Binary file not shown.
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After Width: | Height: | Size: 2.7 KiB |
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