Update submodule.
Guns work again.
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@@ -1,7 +1,5 @@
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects.EntitySystems;
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using SS14.Server.GameObjects.EntitySystems;
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using SS14.Shared.Audio;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.EntitySystemMessages;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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@@ -17,20 +15,22 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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public class HitscanWeaponComponent : RangedWeaponComponent
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{
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private const float MaxLength = 20;
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public override string Name => "HitscanWeapon";
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string spritename = "Objects/laser.png";
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private const string SpriteName = "Objects/laser.png";
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protected override void Fire(IEntity user, GridLocalCoordinates clicklocation)
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{
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var userposition = user.GetComponent<ITransformComponent>().WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
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var angle = new Angle(clicklocation.Position - userposition);
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var userPosition = user.Transform.WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
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var angle = new Angle(clicklocation.Position - userPosition);
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var ray = new Ray(userposition, angle.ToVec());
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var raycastresults = IoCManager.Resolve<ICollisionManager>().IntersectRay(ray, 20, Owner.GetComponent<ITransformComponent>().GetMapTransform().Owner);
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var ray = new Ray(userPosition, angle.ToVec());
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var rayCastResults = IoCManager.Resolve<ICollisionManager>().IntersectRay(ray, MaxLength,
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Owner.Transform.GetMapTransform().Owner);
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Hit(raycastresults);
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AfterEffects(user, raycastresults, angle);
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Hit(rayCastResults);
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AfterEffects(user, rayCastResults, angle);
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}
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protected virtual void Hit(RayCastResults ray)
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@@ -44,17 +44,17 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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protected virtual void AfterEffects(IEntity user, RayCastResults ray, Angle angle)
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{
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var time = IoCManager.Resolve<IGameTiming>().CurTime;
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var offset = angle.ToVec() * ray.Distance / 2;
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EffectSystemMessage message = new EffectSystemMessage
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var dist = ray.DidHitObject ? ray.Distance : MaxLength;
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var offset = angle.ToVec() * dist / 2;
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var message = new EffectSystemMessage
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{
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EffectSprite = spritename,
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EffectSprite = SpriteName,
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Born = time,
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DeathTime = time + TimeSpan.FromSeconds(1),
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Size = new Vector2(ray.Distance, 1f),
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Coordinates = user.GetComponent<ITransformComponent>().LocalPosition.Translated(offset),
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Size = new Vector2(dist, 1f),
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Coordinates = user.Transform.LocalPosition.Translated(offset),
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//Rotated from east facing
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Rotation = (float)angle.Theta,
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Rotation = (float) angle.Theta,
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Color = new Vector4(255, 255, 255, 750),
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Shaded = false
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@@ -5,6 +5,7 @@ using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.IoC;
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using SS14.Shared.Log;
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using SS14.Shared.Map;
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using SS14.Shared.Maths;
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@@ -21,6 +21,7 @@
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- whisper
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- me
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- ooc
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- showtime
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- Index: 100
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Name: Administrator
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@@ -32,4 +33,5 @@
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- whisper
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- me
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- ooc
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- showtime
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CanViewVar: true
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File diff suppressed because it is too large
Load Diff
@@ -6,7 +6,7 @@
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- type: Sprite
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directional: false
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texture: Objects/projectilebullet.png
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rotation: 180
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#rotation: -180
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- type: Icon
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texture: Objects/projectilebullet.png
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2
engine
2
engine
Submodule engine updated: 796626b7d8...e1d1a8ea9d
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