Refactor MeleeWeaponComponent and related comps to be ECS (#4133)
* move everything to MeleeWeaponSystem * refactor MeleeChemicalInjector * hypospray and flash refactor * stunbaton refactor * bugfixes * flash afterinteract * resolve issues * props * playing the slots * MeleeInteractEvent + bugfixes * spear can actually use MeleeChemicalInjector
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11
Resources/Locale/en-US/components/stunbaton-component.ftl
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11
Resources/Locale/en-US/components/stunbaton-component.ftl
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### Stunbaton component
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## Used when examining the stunbaton
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comp-stunbaton-examined-on = The light is currently [color=darkgreen]on[/color].
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comp-stunbaton-examined-off = The light is currently [color=darkred]off[/color]
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## Used when activating the stunbaton, depending on the state of its cell.
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comp-stunbaton-activated-dead-cell = Dead cell...
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comp-stunbaton-activated-missing-cell = Missing cell...
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@@ -24,6 +24,7 @@
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- type: ItemCooldown
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- type: MeleeChemicalInjector
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- type: SolutionContainer
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caps: Refillable
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maxVol: 5
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- type: SolutionTransfer
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@@ -8,9 +8,10 @@
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sprite: Objects/Weapons/Melee/stunbaton.rsi
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state: stunbaton_off
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- type: Stunbaton
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damage: 1
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range: 0.75
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arcwidth: 0
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- type: MeleeWeapon
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damage: 10
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range: 1.5
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arcwidth: 60
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arc: default
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- type: PowerCellSlot
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slotSize: Medium
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@@ -34,10 +35,11 @@
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sprite: Objects/Weapons/Melee/flash.rsi
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state: flash
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- type: Flash
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- type: MeleeWeapon
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damage: 0
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cooldownTime: 1
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arc: smash
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hitSound: /Audio/Weapons/flash.ogg
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range: 1
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arcWidth: 10
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arc: default
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- type: Item
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size: 2
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sprite: Objects/Weapons/Melee/flash.rsi
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