Add a LOT more dakka (#1033)
* Start adding flashy flash * Change slop Might give a smoother decline * flashy flash * Add flashbang and flash projectiles Bang bang bang pull my flash trigger * Add collision check to area flash * Flash cleanupo * flash.ogg mixed to mono * Adjusted flash curve again * Enhancing flashes with unshaded and lights and shit Still a WIP * Add the other ballistic gun types Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns. * Re-merging branch with master Also fixed some visualizer bugs * Last cleanup Fixed some crashes Fixed Deckard sprite Fixed Hitscan effects Re-applied master changes Re-factor to using soundsystem Add some more audio effects * Cleanup flashes for merge Can put flashbangs in lockers so you don't get blinded Fix some bugs * Fix shotties Also removed some redundant code * Bulldoze some legacycode brrrrrrrrt * Fix clientignore warnings * Add the other Stunnable types to StunnableProjectile * Some gun refactoring * Removed extra visualizers * All casing ejections use the same code * Speed loaders can have their ammo pulled out * Bolt sound less loud * Stop ThrowController from throwing * Fix speed loader visuals * Update hitscan collision mask and fix typo * Cleanup * Fit hitscan and flashbang collisions * Use the new flags support * Update taser placeholder description * Update protonames per style guide * Add yaml flag support for gun firerates * Cleanup crew * Fix Audio up (components, audio file, + remove global sounds) * Add server-side recoil back-in (forgot that I was testing this client-side) * Add Flag support for fire-rate selectors * Wrong int you dolt * Fix AI conflicts Haha ranged bulldozer go BRR (I'll rewrite it after the other AI systems are done). * Mix bang.ogg from stereo to mono * Make sure serializer's reading for guns Fixes integration test * Change EntitySystem calls to use the static function Also removed the Pumpbarrel commented-out code * Change StunnableProjectile defaults to 0 * Fix taser paralyse Apparently removing defaults means you have to specify the values, whodathunkit * Add slowdown to stunnableprojectiles and fix tasers * Remove FlagsFor from gun components Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
@@ -1,5 +1,7 @@
|
||||
using Content.Client.GameObjects.Components.Weapons.Ranged;
|
||||
using System;
|
||||
using Content.Client.GameObjects.Components.Weapons.Ranged;
|
||||
using Content.Client.Interfaces.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Weapons.Ranged;
|
||||
using Robust.Client.GameObjects.EntitySystems;
|
||||
using Robust.Client.Interfaces.Graphics.ClientEye;
|
||||
using Robust.Client.Interfaces.Input;
|
||||
@@ -26,8 +28,8 @@ namespace Content.Client.GameObjects.EntitySystems
|
||||
|
||||
private InputSystem _inputSystem;
|
||||
private CombatModeSystem _combatModeSystem;
|
||||
private bool _isFirstShot;
|
||||
private bool _blocked;
|
||||
private int _shotCounter;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -46,18 +48,15 @@ namespace Content.Client.GameObjects.EntitySystems
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var canFireSemi = _isFirstShot;
|
||||
|
||||
var state = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
|
||||
if (!_combatModeSystem.IsInCombatMode() || state != BoundKeyState.Down)
|
||||
{
|
||||
_isFirstShot = true;
|
||||
_shotCounter = 0;
|
||||
_blocked = false;
|
||||
return;
|
||||
}
|
||||
|
||||
_isFirstShot = false;
|
||||
|
||||
var entity = _playerManager.LocalPlayer.ControlledEntity;
|
||||
if (entity == null || !entity.TryGetComponent(out IHandsComponent hands))
|
||||
{
|
||||
@@ -71,6 +70,25 @@ namespace Content.Client.GameObjects.EntitySystems
|
||||
return;
|
||||
}
|
||||
|
||||
switch (weapon.FireRateSelector)
|
||||
{
|
||||
case FireRateSelector.Safety:
|
||||
_blocked = true;
|
||||
return;
|
||||
case FireRateSelector.Single:
|
||||
if (_shotCounter >= 1)
|
||||
{
|
||||
_blocked = true;
|
||||
return;
|
||||
}
|
||||
|
||||
break;
|
||||
case FireRateSelector.Automatic:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
if (_blocked)
|
||||
{
|
||||
return;
|
||||
@@ -81,10 +99,7 @@ namespace Content.Client.GameObjects.EntitySystems
|
||||
if (!_mapManager.TryFindGridAt(worldPos, out var grid))
|
||||
grid = _mapManager.GetDefaultGrid(worldPos.MapId);
|
||||
|
||||
if (weapon.Automatic || canFireSemi)
|
||||
{
|
||||
weapon.SyncFirePos(grid.MapToGrid(worldPos));
|
||||
}
|
||||
weapon.SyncFirePos(grid.MapToGrid(worldPos));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user