Revert "Make flare gun explode, damage and stun the player when used … (#24679)
* Revert "Make flare gun explode, damage and stun the player when used with the wrong ammo (#22349)"
This reverts commit e301378114.
# Conflicts:
# Content.Shared/Weapons/Ranged/Components/GunComponent.cs
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
* Fix revert conflicts
* Update Content.Shared/Weapons/Ranged/Components/GunComponent.cs
This commit is contained in:
@@ -130,27 +130,6 @@ public sealed partial class GunSystem : SharedGunSystem
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case CartridgeAmmoComponent cartridge:
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if (!cartridge.Spent)
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{
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if (gun.CompatibleAmmo != null &&
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!gun.CompatibleAmmo.Exists(ammoAllowed => ammoAllowed.Equals(cartridge.Prototype))
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&& user != null)
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{
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if (gun.DamageOnWrongAmmo != null)
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Damageable.TryChangeDamage(user, gun.DamageOnWrongAmmo, origin: user);
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_stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true);
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Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gunUid);
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PopupSystem.PopupEntity(Loc.GetString("gun-component-wrong-ammo"), user.Value);
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_adminLogger.Add(LogType.EntityDelete, LogImpact.Medium, $"Shot wrong ammo by {ToPrettyString(user.Value)} deleted {ToPrettyString(gunUid)}");
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userImpulse = false;
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SetCartridgeSpent(ent!.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, user);
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Del(gunUid);
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if (cartridge.DeleteOnSpawn)
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Del(ent.Value);
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return;
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}
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if (cartridge.Count > 1)
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{
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var ev = new GunGetAmmoSpreadEvent(cartridge.Spread);
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@@ -5,7 +5,6 @@ using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Weapons.Ranged.Components;
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@@ -180,18 +179,6 @@ public sealed partial class GunComponent : Component
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[DataField]
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public bool ResetOnHandSelected = true;
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/// <summary>
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/// Type of ammo the gun can work with
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/// </summary>
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[DataField]
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public List<ProtoId<TagPrototype>>? CompatibleAmmo;
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/// <summary>
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/// Damage the gun deals when used with wrong ammo
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/// </summary>
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[DataField]
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public DamageSpecifier? DamageOnWrongAmmo = null;
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/// <summary>
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/// The base value for how fast the projectile moves.
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/// </summary>
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@@ -6,7 +6,6 @@ gun-selected-mode = Selected {$mode}
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gun-disabled = You can't use guns!
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gun-clumsy = The gun blows up in your face!
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gun-set-fire-mode = Set to {$mode}
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gun-component-wrong-ammo = Wrong ammo!
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# SelectiveFire
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gun-SemiAuto = semi-auto
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@@ -1,4 +1,4 @@
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- type: entity
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- type: entity
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id: BaseShellShotgun
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name: shell (.50)
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parent: BaseCartridge
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@@ -155,14 +155,13 @@
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name: uranium shotgun shell
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parent: BaseShellShotgun
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components:
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- type: Sprite
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layers:
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- state: depleted-uranium
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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count: 5
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spread: 6
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proto: PelletShotgunUranium
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- type: SpentAmmoVisuals
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state: "depleted-uranium"
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- type: Sprite
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layers:
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- state: depleted-uranium
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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count: 5
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spread: 6
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proto: PelletShotgunUranium
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- type: SpentAmmoVisuals
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state: "depleted-uranium"
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@@ -1,4 +1,4 @@
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- type: entity
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- type: entity
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id: PelletShotgunSlug
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name: pellet (.50 slug)
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noSpawn: true
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@@ -132,10 +132,7 @@
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!type:PhysShapeAabb
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bounds: "-0.1,-0.1,0.1,0.1"
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mask:
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- BulletImpassable
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- type: Tag
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tags:
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- PelletShotgunFlare
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- BulletImpassable
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- type: Sprite
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sprite: Objects/Weapons/Guns/Projectiles/projectiles2.rsi
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state: buckshot-flare
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@@ -17,13 +17,8 @@
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selectedMode: SemiAuto
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availableModes:
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- SemiAuto
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compatibleAmmo:
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- PelletShotgunFlare
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soundGunshot:
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path: /Audio/Weapons/Guns/Gunshots/flaregun.ogg
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damageOnWrongAmmo:
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types:
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Blunt: 6.0
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- type: BallisticAmmoProvider
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whitelist:
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tags:
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@@ -1022,9 +1022,6 @@
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- type: Tag
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id: ShellShotgun
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- type: Tag
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id: PelletShotgunFlare
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- type: Tag
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id: Shiv
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