Revert click damage mod (#19860)

Maybe swings should be default and we make the animation not shit and the prediction slightly better.
This commit is contained in:
metalgearsloth
2023-09-06 18:30:23 +10:00
committed by GitHub
parent f2669b5771
commit b25862365e
4 changed files with 9 additions and 24 deletions

View File

@@ -104,7 +104,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (gun.NextFire > component.NextAttack)
{
component.NextAttack = gun.NextFire;
Dirty(component);
Dirty(uid, component);
}
}
@@ -133,7 +133,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return;
component.NextAttack = minimum;
Dirty(component);
Dirty(uid, component);
}
private void OnGetBonusMeleeDamage(EntityUid uid, BonusMeleeDamageComponent component, ref GetMeleeDamageEvent args)
@@ -173,7 +173,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return;
weapon.Attacking = false;
Dirty(weapon);
Dirty(weaponUid, weapon);
}
private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
@@ -272,7 +272,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (!Resolve(uid, ref component))
return FixedPoint2.Zero;
var ev = new GetHeavyDamageModifierEvent(uid, component.HeavyDamageModifier, 1, user);
var ev = new GetHeavyDamageModifierEvent(uid, component.ClickDamageModifier, 1, user);
RaiseLocalEvent(uid, ref ev);
return ev.DamageModifier * ev.Multipliers;
@@ -398,7 +398,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
swings++;
}
Dirty(weapon);
Dirty(weaponUid, weapon);
// Do this AFTER attack so it doesn't spam every tick
var ev = new AttemptMeleeEvent();
@@ -566,12 +566,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (targetMap.MapId != userXform.MapID)
return false;
if (!_stamina.TryTakeStamina(user, component.HeavyStaminaCost))
{
PopupSystem.PopupClient(Loc.GetString("melee-stamina"), user, user);
return false;
}
var userPos = TransformSystem.GetWorldPosition(userXform);
var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length());