- add: Changeling antagonist (#2)
* Changeling WIP * UI * Pointers fix * Moved out abilities * Regenerate ability * Fixed Regenerate ability Prevent ghosting while regenerating * Cleanup * Base lesser form * Finished Lesser Form && Transform * Transform Sting * Blind Sting * Mute Sting Added OnExamine on absorbed human * Hallucination Sting Changeling Absorb and transfer absorbed entities to absorber * Cryogenic Sting * Adrenaline Sacs * Transform now uses Polymorph * Armblade, Shield, Armor * Tentacle Arm ability Tentacle Gun system * WIP with bugs * WiP bugs * fix implant transfer * Fixed bugs with shop transfer and actions transfer * Just in case * Vi sitter i ventrilo och spelar DotA * Fixes and proper LesserForm tracking * !!!!! * Fixed empty buttons * WIP Gamerule Ready - shop * nerf stun time cause its sucks * cleaning * just in case * Absorb DNA Objective. * Partial objectives with bugs * fix * fix pointer * Changeling objectives * Changeling objectives №2 * Admin verb, game rule * Fixed empty list check Icons for objectives * Changeling chat, changeling names etc. * fix some merge errors * - fix: Fixed all bugs with changeling --------- Co-authored-by: Y-Parvus <yevhen.parvus@gmail.com> Co-authored-by: Y-Parvus <61109031+Y-Parvus@users.noreply.github.com> Co-authored-by: HitPanda <104197232+EnefFlow@users.noreply.github.com> Co-authored-by: EnefFlow <regeto90@mail.ru>
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@@ -186,4 +186,9 @@ public enum SelectiveFire : byte
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SemiAuto = 1 << 0,
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Burst = 1 << 1,
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FullAuto = 1 << 2, // Not in the building!
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//Miracle edit
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PullItem = 1 << 3,
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PullMob = 1 << 4
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//Miracle edit end
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}
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@@ -22,6 +22,12 @@ public sealed partial class RechargeBasicEntityAmmoComponent : Component
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Params = AudioParams.Default.WithVolume(-5f)
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};
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//Miracle edit
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[DataField("playRechargeSound")]
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[AutoNetworkedField]
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public bool PlayRechargeSound = true;
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//Miracle edit end
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[ViewVariables(VVAccess.ReadWrite),
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DataField("nextCharge", customTypeSerializer:typeof(TimeOffsetSerializer)),
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AutoNetworkedField]
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@@ -51,7 +51,8 @@ public sealed class RechargeBasicEntityAmmoSystem : EntitySystem
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{
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// We don't predict this because occasionally on client it may not play.
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// PlayPredicted will still be predicted on the client.
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if (_netManager.IsServer)
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//Miracle edit start/end
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if (_netManager.IsServer && recharge.PlayRechargeSound)
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_audio.PlayPvs(recharge.RechargeSound, uid);
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}
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@@ -285,6 +285,10 @@ public abstract partial class SharedGunSystem : EntitySystem
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// Don't do this in the loop so we still reset NextFire.
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switch (gun.SelectedMode)
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{
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//Miracle edit
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case SelectiveFire.PullItem:
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case SelectiveFire.PullMob:
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//Miracle edit end
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case SelectiveFire.SemiAuto:
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shots = Math.Min(shots, 1 - gun.ShotCounter);
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break;
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