Revert click damage mod (#19860)
Maybe swings should be default and we make the animation not shit and the prediction slightly better.
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@@ -104,7 +104,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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if (gun.NextFire > component.NextAttack)
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{
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component.NextAttack = gun.NextFire;
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Dirty(component);
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Dirty(uid, component);
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}
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}
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@@ -133,7 +133,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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return;
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component.NextAttack = minimum;
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Dirty(component);
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Dirty(uid, component);
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}
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private void OnGetBonusMeleeDamage(EntityUid uid, BonusMeleeDamageComponent component, ref GetMeleeDamageEvent args)
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@@ -173,7 +173,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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return;
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weapon.Attacking = false;
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Dirty(weapon);
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Dirty(weaponUid, weapon);
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}
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private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
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@@ -272,7 +272,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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if (!Resolve(uid, ref component))
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return FixedPoint2.Zero;
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var ev = new GetHeavyDamageModifierEvent(uid, component.HeavyDamageModifier, 1, user);
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var ev = new GetHeavyDamageModifierEvent(uid, component.ClickDamageModifier, 1, user);
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RaiseLocalEvent(uid, ref ev);
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return ev.DamageModifier * ev.Multipliers;
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@@ -398,7 +398,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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swings++;
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}
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Dirty(weapon);
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Dirty(weaponUid, weapon);
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// Do this AFTER attack so it doesn't spam every tick
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var ev = new AttemptMeleeEvent();
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@@ -566,12 +566,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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if (targetMap.MapId != userXform.MapID)
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return false;
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if (!_stamina.TryTakeStamina(user, component.HeavyStaminaCost))
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{
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PopupSystem.PopupClient(Loc.GetString("melee-stamina"), user, user);
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return false;
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}
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var userPos = TransformSystem.GetWorldPosition(userXform);
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var direction = targetMap.Position - userPos;
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var distance = Math.Min(component.Range, direction.Length());
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