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:
metalgearsloth
2020-06-22 05:47:15 +10:00
committed by GitHub
parent ac19ad7eac
commit 95995b6232
1977 changed files with 13600 additions and 11229 deletions

View File

@@ -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));
}
}
}