- 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>
This commit is contained in:
rhailrake
2024-01-31 14:01:35 +00:00
committed by GitHub
parent 7872502bf8
commit aa8e31fa7e
127 changed files with 3747 additions and 33 deletions

View File

@@ -186,4 +186,9 @@ public enum SelectiveFire : byte
SemiAuto = 1 << 0,
Burst = 1 << 1,
FullAuto = 1 << 2, // Not in the building!
//Miracle edit
PullItem = 1 << 3,
PullMob = 1 << 4
//Miracle edit end
}

View File

@@ -22,6 +22,12 @@ public sealed partial class RechargeBasicEntityAmmoComponent : Component
Params = AudioParams.Default.WithVolume(-5f)
};
//Miracle edit
[DataField("playRechargeSound")]
[AutoNetworkedField]
public bool PlayRechargeSound = true;
//Miracle edit end
[ViewVariables(VVAccess.ReadWrite),
DataField("nextCharge", customTypeSerializer:typeof(TimeOffsetSerializer)),
AutoNetworkedField]

View File

@@ -51,7 +51,8 @@ public sealed class RechargeBasicEntityAmmoSystem : EntitySystem
{
// We don't predict this because occasionally on client it may not play.
// PlayPredicted will still be predicted on the client.
if (_netManager.IsServer)
//Miracle edit start/end
if (_netManager.IsServer && recharge.PlayRechargeSound)
_audio.PlayPvs(recharge.RechargeSound, uid);
}

View File

@@ -285,6 +285,10 @@ public abstract partial class SharedGunSystem : EntitySystem
// Don't do this in the loop so we still reset NextFire.
switch (gun.SelectedMode)
{
//Miracle edit
case SelectiveFire.PullItem:
case SelectiveFire.PullMob:
//Miracle edit end
case SelectiveFire.SemiAuto:
shots = Math.Min(shots, 1 - gun.ShotCounter);
break;