Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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@@ -3,7 +3,6 @@ using Robust.Shared.Random;
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using Content.Server.Body.Systems;
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using Content.Server.Disease.Components;
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using Content.Server.Drone.Components;
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using Content.Server.Weapon.Melee;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.MobState.Components;
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using Content.Server.Disease;
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@@ -13,6 +12,8 @@ using Content.Server.Inventory;
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using Robust.Shared.Prototypes;
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using Content.Server.Speech;
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using Content.Server.Chat.Systems;
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using Content.Server.Weapons.Melee.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Damage;
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using Content.Shared.Zombies;
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@@ -16,7 +16,6 @@ using Content.Server.Ghost.Roles.Components;
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using Content.Server.Hands.Components;
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using Content.Server.Mind.Commands;
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using Content.Server.Temperature.Components;
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using Content.Server.Weapon.Melee.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.MobState;
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using Robust.Shared.Prototypes;
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@@ -29,6 +28,7 @@ using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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using Content.Shared.Humanoid;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Audio;
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namespace Content.Server.Zombies
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@@ -119,8 +119,7 @@ namespace Content.Server.Zombies
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//This is the actual damage of the zombie. We assign the visual appearance
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//and range here because of stuff we'll find out later
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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melee.Arc = zombiecomp.AttackArc;
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melee.ClickArc = zombiecomp.AttackArc;
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melee.Animation = zombiecomp.AttackAnimation;
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melee.Range = 0.75f;
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//We have specific stuff for humanoid zombies because they matter more
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