Всякие вещи (#442)
* - fix: No grabbing supermatter. * - remove: No screen shake. * - tweak: Revert tweaks. * - fix: Telescope.
This commit is contained in:
@@ -58,11 +58,12 @@ namespace Content.Server.Damage.Systems
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}
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}
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_guns.PlayImpactSound(args.Target, dmg, component.Sound, component.Sound != null); // WD EDIT
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_guns.PlayImpactSound(args.Target, dmg, component.Sound, component.Sound != null); // WD EDIT
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if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
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/* if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
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{
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{
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var direction = body.LinearVelocity.Normalized();
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var direction = body.LinearVelocity.Normalized();
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_sharedCameraRecoil.KickCamera(args.Target, direction);
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_sharedCameraRecoil.KickCamera(args.Target, direction);
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}
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}*/
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// WD EDIT
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// TODO: If more stuff touches this then handle it after.
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// TODO: If more stuff touches this then handle it after.
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if (!HasComp<EmbeddableProjectileComponent>(uid) && TryComp<PhysicsComponent>(uid, out var physics)) // WD EDIT
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if (!HasComp<EmbeddableProjectileComponent>(uid) && TryComp<PhysicsComponent>(uid, out var physics)) // WD EDIT
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@@ -2,6 +2,7 @@
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using Content.Server.Interaction;
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using Content.Server.Interaction;
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using Content.Server.Mech.Equipment.Components;
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using Content.Server.Mech.Equipment.Components;
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using Content.Server.Mech.Systems;
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using Content.Server.Mech.Systems;
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using Content.Shared._White.Supermatter.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction;
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using Content.Shared.Mech;
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using Content.Shared.Mech;
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@@ -133,7 +134,8 @@ public sealed class MechGrabberSystem : EntitySystem
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if (TryComp<PhysicsComponent>(target, out var physics) && physics.BodyType == BodyType.Static ||
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if (TryComp<PhysicsComponent>(target, out var physics) && physics.BodyType == BodyType.Static ||
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HasComp<WallMountComponent>(target) ||
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HasComp<WallMountComponent>(target) ||
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HasComp<MobStateComponent>(target))
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HasComp<MobStateComponent>(target) ||
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HasComp<SupermatterComponent>(target)) // WD EDIT
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{
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{
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return;
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return;
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}
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}
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@@ -51,7 +51,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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{
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{
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return;
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return;
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}
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}
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// it's here so this check is only done once before possible hit
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// it's here so this check is only done once before possible hit
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var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
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var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
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RaiseLocalEvent(target, ref attemptEv);
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RaiseLocalEvent(target, ref attemptEv);
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@@ -84,7 +84,8 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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if (!deleted)
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if (!deleted)
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{
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{
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_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
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_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
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_sharedCameraRecoil.KickCamera(target, direction);
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// _sharedCameraRecoil.KickCamera(target, direction);
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// WD EDIT
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}
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}
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component.DamagedEntity = true;
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component.DamagedEntity = true;
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@@ -188,8 +188,9 @@ public sealed class ThrowingSystem : EntitySystem
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if (user == null)
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if (user == null)
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return;
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return;
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if (recoil)
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// if (recoil)
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_recoil.KickCamera(user.Value, -direction * 0.04f);
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// _recoil.KickCamera(user.Value, -direction * 0.04f);
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// WD EDIT
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// Give thrower an impulse in the other direction
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// Give thrower an impulse in the other direction
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if (pushbackRatio != 0.0f &&
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if (pushbackRatio != 0.0f &&
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@@ -294,7 +294,7 @@
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- type: TentacleGun
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- type: TentacleGun
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- type: Gun
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- type: Gun
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soundGunshot: /Audio/Effects/gib1.ogg
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soundGunshot: /Audio/Effects/gib1.ogg
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fireRate: 0.5
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fireRate: 0.33
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selectedMode: PullMob
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selectedMode: PullMob
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availableModes:
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availableModes:
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- PullItem
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- PullItem
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@@ -305,7 +305,7 @@
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count: 1
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count: 1
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- type: AmmoCounter
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- type: AmmoCounter
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- type: RechargeBasicEntityAmmo
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- type: RechargeBasicEntityAmmo
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rechargeCooldown: 1.5
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rechargeCooldown: 1
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playRechargeSound: false
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playRechargeSound: false
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- type: Sprite
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- type: Sprite
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sprite: Objects/Weapons/Guns/Launchers/tentacle_gun.rsi
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sprite: Objects/Weapons/Guns/Launchers/tentacle_gun.rsi
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@@ -20,7 +20,7 @@
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noSpawn: true
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noSpawn: true
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components:
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components:
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- type: InstantAction
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- type: InstantAction
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useDelay: 2.5
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useDelay: 1.5
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itemIconStyle: BigAction
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itemIconStyle: BigAction
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priority: -20
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priority: -20
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icon:
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icon:
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@@ -51,7 +51,7 @@
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- type: InstantAction
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- type: InstantAction
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itemIconStyle: BigAction
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itemIconStyle: BigAction
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priority: -20
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priority: -20
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icon:
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icon:
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sprite: Objects\Specific\Security\body-camera.rsi
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sprite: Objects\Specific\Security\body-camera.rsi
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state: unpowered
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state: unpowered
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event: !type:ToggleBodyCameraEvent
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event: !type:ToggleBodyCameraEvent
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@@ -18,8 +18,8 @@
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- type: DamageOtherOnHit
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- type: DamageOtherOnHit
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damage:
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damage:
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types:
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types:
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Piercing: 30
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Piercing: 20
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Heat: 30
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Heat: 20
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- type: Wieldable
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- type: Wieldable
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- type: IncreaseDamageOnWield
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- type: IncreaseDamageOnWield
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damage:
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damage:
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