Merge branch 'master-upstream' into expl_int_analyzer
# Conflicts: # Content.Server/GameObjects/Components/Body/Part/BodyPartComponent.cs # Content.Server/GameObjects/Components/Botany/PlantHolderComponent.cs # Content.Server/GameObjects/Components/Chemistry/PillComponent.cs # Content.Server/GameObjects/Components/Interactable/TilePryingComponent.cs # Content.Server/GameObjects/Components/Items/FloorTileItemComponent.cs # Content.Server/GameObjects/Components/Items/RCD/RCDAmmoComponent.cs # Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs # Content.Server/GameObjects/Components/Medical/HealingComponent.cs # Content.Server/GameObjects/Components/Power/WirePlacerComponent.cs # Content.Shared/Chemistry/Solution.cs
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@@ -4,13 +4,17 @@ using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Network.NetMessages;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Timers;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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@@ -128,22 +132,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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}
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// TODO: Check if target can be flashed (e.g. things like sunglasses would block a flash)
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// TODO: Merge with the code in FlashableComponent
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private void Flash(IEntity entity, IEntity user, int flashDuration)
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{
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayEffectsComponent))
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if (entity.TryGetComponent(out FlashableComponent flashable))
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{
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if (!overlayEffectsComponent.TryModifyOverlay(nameof(SharedOverlayID.FlashOverlay),
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overlay =>
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{
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if (overlay.TryGetOverlayParameter<TimedOverlayParameter>(out var timed))
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{
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timed.Length += flashDuration;
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}
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}))
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{
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var container = new OverlayContainer(SharedOverlayID.FlashOverlay, new TimedOverlayParameter(flashDuration));
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overlayEffectsComponent.AddOverlay(container);
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}
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flashable.Flash(flashDuration / 1000d);
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}
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if (entity.TryGetComponent(out StunnableComponent stunnableComponent))
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@@ -6,6 +6,7 @@ using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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@@ -203,7 +204,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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for (var i = 0; i < increments; i++)
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{
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var castAngle = new Angle(baseAngle + increment * i);
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var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), 23), Range, ignore).FirstOrDefault();
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var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), (int) (CollisionGroup.Impassable|CollisionGroup.MobImpassable)), Range, ignore).FirstOrDefault();
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if (res.HitEntity != null)
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{
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resSet.Add(res.HitEntity);
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@@ -146,11 +146,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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return entity;
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}
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async Task IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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{
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return;
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return false;
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}
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// This area is dirty but not sure of an easier way to do it besides add an interface or somethin
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@@ -203,6 +203,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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{
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UpdateAppearance();
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}
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return true;
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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@@ -169,7 +169,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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// Multiply the entity's damage / whatever by the percentage of charge the shot has.
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IEntity entity;
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var chargeChange = Math.Min(capacitor.CurrentCharge, _baseFireCost);
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capacitor.UseCharge(chargeChange);
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if (capacitor.UseCharge(chargeChange) < _lowerChargeLimit)
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{
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// Handling of funny exploding cells.
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return null;
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}
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var energyRatio = chargeChange / _baseFireCost;
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if (_ammoContainer.ContainedEntity != null)
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@@ -161,9 +161,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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_lastFireTime = curTime;
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if (ClumsyCheck &&
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user.HasComponent<ClumsyComponent>() &&
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_random.Prob(ClumsyExplodeChance))
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if (ClumsyCheck && ClumsyComponent.TryRollClumsy(user, ClumsyExplodeChance))
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{
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var soundSystem = EntitySystem.Get<AudioSystem>();
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soundSystem.PlayAtCoords("/Audio/Items/bikehorn.ogg",
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