add: new modules, sprite visuals, client and shared logic
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@@ -1,4 +1,4 @@
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using System.Numerics;
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using Content.Client._White.WeaponsModules;
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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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@@ -15,6 +15,7 @@ public sealed class WeaponModulesSystem : EntitySystem
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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SoundSpecifier? oldSoundGunshot;
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private float oldFireRate;
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public override void Initialize()
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{
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@@ -34,6 +35,7 @@ public sealed class WeaponModulesSystem : EntitySystem
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TryComp<GunComponent>(weapon, out var gunComp);
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oldSoundGunshot = gunComp!.SoundGunshot;
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oldFireRate = gunComp.FireRate;
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insertModules(module, comp);
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moduleEffect(module, weapon);
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@@ -74,38 +76,51 @@ public sealed class WeaponModulesSystem : EntitySystem
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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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case "AcceleratorModule":
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if(comp.Modules.Contains("AcceleratorModule")) break;
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comp.Modules.Add("AcceleratorModule");
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break;
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}
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}
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private void moduleEffect(string module, EntityUid weapon)
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{
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TryComp<AppearanceComponent>(weapon, out var appearanceComponent);
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switch (module)
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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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case "LightModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "light", appearanceComponent);
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_lightSystem.EnsureLight(weapon);
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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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Appearance.SetData(weapon, Modules.Light, "none", appearanceComponent);
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_lightSystem.SetRadius(weapon, 4F, light);
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_lightSystem.SetEnabled(weapon, true, light);
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break;
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case "LaserModule":
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_gunSystem.setProjectileSpeed(weapon, 40F);
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Appearance.SetData(weapon, ModuleVisualState.Module, "laser", appearanceComponent);
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_gunSystem.setProjectileSpeed(weapon, 35.5F);
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break;
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case "FlameHiderModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "flamehider", appearanceComponent);
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_gunSystem.setUseEffect(weapon, true);
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break;
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case "SilencerModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "silencer", appearanceComponent);
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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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case "AcceleratorModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "accelerator", appearanceComponent);
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_gunSystem.setFireRate(weapon, 7.5F);
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break;
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}
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}
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@@ -128,35 +143,46 @@ public sealed class WeaponModulesSystem : EntitySystem
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case "SilencerModule":
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comp.Modules.Remove("SilencerModule");
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break;
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case "AcceleratorModule":
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comp.Modules.Remove("AcceleratorModule");
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break;
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}
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}
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private void removeModuleEffect(string module, EntityUid weapon)
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{
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TryComp<AppearanceComponent>(weapon, out var appearanceComponent);
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switch (module)
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{
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case "LightModule":
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if (!HasComp<PointLightComponent>(weapon))
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break;
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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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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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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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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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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_gunSystem.setUseEffect(weapon, false);
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break;
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case "SilencerModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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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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case "AcceleratorModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_gunSystem.setFireRate(weapon, oldFireRate);
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break;
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}
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}
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}
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