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:
@@ -1,39 +0,0 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Weapons.Ranged
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{
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[Serializable, NetSerializable]
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public class BallisticMagazineWeaponComponentState : ComponentState
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{
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/// <summary>
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/// True if a bullet is chambered.
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/// </summary>
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public bool Chambered { get; }
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/// <summary>
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/// Count of bullets in the magazine.
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/// </summary>
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/// <remarks>
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/// Null if no magazine is inserted.
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/// </remarks>
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public (int count, int max)? MagazineCount { get; }
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public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount) : base(ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON)
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{
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Chambered = chambered;
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MagazineCount = magazineCount;
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}
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}
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// BMW is "Ballistic Magazine Weapon" here.
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/// <summary>
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/// Fired server -> client when the magazine in a Ballistic Magazine Weapon got auto-ejected.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class BmwComponentAutoEjectedMessage : ComponentMessage
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{
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}
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}
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@@ -0,0 +1,48 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
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{
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[Serializable, NetSerializable]
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public enum AmmoVisuals
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{
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AmmoCount,
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AmmoMax,
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Spent,
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}
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[Serializable, NetSerializable]
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public enum MagazineBarrelVisuals
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{
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MagLoaded
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}
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[Serializable, NetSerializable]
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public enum BarrelBoltVisuals
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{
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BoltOpen,
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}
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[Serializable, NetSerializable]
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public class MagazineBarrelComponentState : ComponentState
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{
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public bool Chambered { get; }
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public FireRateSelector FireRateSelector { get; }
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public (int count, int max)? Magazine { get; }
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public string SoundGunshot { get; }
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public MagazineBarrelComponentState(
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bool chambered,
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FireRateSelector fireRateSelector,
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(int count, int max)? magazine,
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string soundGunshot) :
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base(ContentNetIDs.MAGAZINE_BARREL)
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{
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Chambered = chambered;
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FireRateSelector = fireRateSelector;
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Magazine = magazine;
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SoundGunshot = soundGunshot;
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}
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}
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}
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@@ -1,12 +0,0 @@
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Weapons.Ranged
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{
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[Serializable, NetSerializable]
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public enum BallisticMagazineVisuals
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{
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AmmoCapacity,
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AmmoLeft,
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}
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}
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@@ -1,13 +0,0 @@
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Weapons.Ranged
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{
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[Serializable, NetSerializable]
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public enum BallisticMagazineWeaponVisuals
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{
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MagazineLoaded,
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AmmoCapacity,
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AmmoLeft,
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}
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}
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@@ -0,0 +1,23 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Weapons.Ranged
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{
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public abstract class SharedRangedBarrelComponent : Component
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{
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public abstract FireRateSelector FireRateSelector { get; }
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public abstract FireRateSelector AllRateSelectors { get; }
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public abstract float FireRate { get; }
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public abstract int ShotsLeft { get; }
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public abstract int Capacity { get; }
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}
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[Flags]
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public enum FireRateSelector
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{
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Safety = 0,
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Single = 1 << 0,
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Automatic = 1 << 1,
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}
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}
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@@ -5,40 +5,35 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Weapons.Ranged
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{
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public class SharedRangedWeaponComponent : Component
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public abstract class SharedRangedWeaponComponent : Component
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{
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private float _fireRate;
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private bool _automatic;
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// Each RangedWeapon should have a RangedWeapon component +
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// some kind of RangedBarrelComponent (this dictates what ammo is retrieved).
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public override string Name => "RangedWeapon";
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public override uint? NetID => ContentNetIDs.RANGED_WEAPON;
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}
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/// <summary>
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/// If true, this weapon is fully automatic, holding down left mouse button will keep firing it.
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/// </summary>
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public bool Automatic => _automatic;
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/// <summary>
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/// If the weapon is automatic, controls how many shots can be fired per second.
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/// </summary>
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public float FireRate => _fireRate;
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public override void ExposeData(ObjectSerializer serializer)
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[Serializable, NetSerializable]
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public sealed class RangedWeaponComponentState : ComponentState
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{
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public FireRateSelector FireRateSelector { get; }
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public RangedWeaponComponentState(
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FireRateSelector fireRateSelector
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) : base(ContentNetIDs.RANGED_WEAPON)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _fireRate, "firerate", 4);
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serializer.DataField(ref _automatic, "automatic", false);
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FireRateSelector = fireRateSelector;
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}
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}
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[Serializable, NetSerializable]
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protected class SyncFirePosMessage : ComponentMessage
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[Serializable, NetSerializable]
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public sealed class FirePosComponentMessage : ComponentMessage
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{
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public GridCoordinates Target { get; }
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public FirePosComponentMessage(GridCoordinates target)
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{
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public readonly GridCoordinates Target;
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public SyncFirePosMessage(GridCoordinates target)
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{
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Target = target;
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}
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Target = target;
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}
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}
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}
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@@ -0,0 +1,25 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Weapons
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{
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public class SharedFlashableComponent : Component
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{
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public override string Name => "Flashable";
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public override uint? NetID => ContentNetIDs.FLASHABLE;
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}
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[Serializable, NetSerializable]
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public class FlashComponentState : ComponentState
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{
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public double Duration { get; }
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public TimeSpan Time { get; }
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public FlashComponentState(double duration, TimeSpan time) : base(ContentNetIDs.FLASHABLE)
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{
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Duration = duration;
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Time = time;
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}
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}
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}
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