Content update for NetEntities (#18935)
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@@ -398,7 +398,7 @@ public sealed partial class GunSystem : SharedGunSystem
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// Lord
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// Forgive me for the shitcode I am about to do
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// Effects tempt me not
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var sprites = new List<(EntityCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>();
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var sprites = new List<(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>();
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var gridUid = fromCoordinates.GetGridUid(EntityManager);
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var angle = mapDirection;
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@@ -421,18 +421,27 @@ public sealed partial class GunSystem : SharedGunSystem
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{
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if (hitscan.MuzzleFlash != null)
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{
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sprites.Add((fromCoordinates.Offset(angle.ToVec().Normalized() / 2), angle, hitscan.MuzzleFlash, 1f));
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var coords = fromCoordinates.Offset(angle.ToVec().Normalized() / 2);
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var netCoords = GetNetCoordinates(coords);
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sprites.Add((netCoords, angle, hitscan.MuzzleFlash, 1f));
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}
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if (hitscan.TravelFlash != null)
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{
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sprites.Add((fromCoordinates.Offset(angle.ToVec() * (distance + 0.5f) / 2), angle, hitscan.TravelFlash, distance - 1.5f));
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var coords = fromCoordinates.Offset(angle.ToVec() * (distance + 0.5f) / 2);
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var netCoords = GetNetCoordinates(coords);
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sprites.Add((netCoords, angle, hitscan.TravelFlash, distance - 1.5f));
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}
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}
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if (hitscan.ImpactFlash != null)
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{
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sprites.Add((fromCoordinates.Offset(angle.ToVec() * distance), angle.FlipPositive(), hitscan.ImpactFlash, 1f));
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var coords = fromCoordinates.Offset(angle.ToVec() * distance);
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var netCoords = GetNetCoordinates(coords);
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sprites.Add((netCoords, angle.FlipPositive(), hitscan.ImpactFlash, 1f));
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}
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if (sprites.Count > 0)
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