# Conflicts: # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Changeling/ChangelingRuleSystem.cs # Content.Server/Changeling/ChangelingSystem.Abilities.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/_White/Cult/GameRule/CultRuleComponent.cs # Content.Server/_White/Cult/GameRule/CultRuleSystem.cs # Content.Server/_White/Cult/Runes/Systems/CultSystem.Rune.cs # Content.Server/_White/Keyhole/KeyholeSystem.cs # Content.Server/_White/MeatyOre/MeatyOreStoreSystem.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/_White/Keyhole/Components/KeyBaseComponent.cs # Resources/Locale/ru-RU/White/stuff.ftl/runes-entities.ftl # Resources/Locale/ru-RU/_white/cult/blood-spear.ftl # Resources/Locale/ru-RU/_white/cult/bolt-barrage.ftl # Resources/Locale/ru-RU/_white/cult/cult.ftl # Resources/Locale/ru-RU/_white/cult/gui.ftl # Resources/Locale/ru-RU/cult/cult-structure.ftl # Resources/Locale/ru-RU/cult/pylon.ftl # Resources/Maps/White/Scoupidia.yml # Resources/Maps/White/Void.yml # Resources/Maps/White/WonderBox.yml # Resources/Prototypes/Actions/types.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_atmospherics.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Tools/jaws_of_life.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sledgehammer.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/_White/Entities/Objects/Misc/books.yml
260 lines
7.5 KiB
C#
260 lines
7.5 KiB
C#
using Content.Shared.Damage;
|
|
using Content.Shared.Tag;
|
|
using Content.Shared.Weapons.Ranged.Events;
|
|
using Content.Shared.Weapons.Ranged.Systems;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
|
|
|
namespace Content.Shared.Weapons.Ranged.Components;
|
|
|
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
|
|
[Access(typeof(SharedGunSystem))]
|
|
public sealed partial class GunComponent : Component
|
|
{
|
|
#region Sound
|
|
|
|
/// <summary>
|
|
/// The base sound to use when the gun is fired.
|
|
/// </summary>
|
|
[DataField]
|
|
public SoundSpecifier? SoundGunshot = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/smg.ogg");
|
|
|
|
/// <summary>
|
|
/// The sound to use when the gun is fired.
|
|
/// <seealso cref="GunRefreshModifiersEvent"/>
|
|
/// </summary>
|
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
|
public SoundSpecifier? SoundGunshotModified;
|
|
|
|
[DataField]
|
|
public SoundSpecifier? SoundEmpty = new SoundPathSpecifier("/Audio/Weapons/Guns/Empty/empty.ogg");
|
|
|
|
/// <summary>
|
|
/// Sound played when toggling the <see cref="SelectedMode"/> for this gun.
|
|
/// </summary>
|
|
[DataField]
|
|
public SoundSpecifier? SoundMode = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");
|
|
|
|
#endregion
|
|
|
|
#region Recoil
|
|
|
|
// These values are very small for now until we get a debug overlay and fine tune it
|
|
|
|
/// <summary>
|
|
/// The base scalar value applied to the vector governing camera recoil.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public float CameraRecoilScalar = 1f;
|
|
|
|
/// <summary>
|
|
/// A scalar value applied to the vector governing camera recoil.
|
|
/// If 0, there will be no camera recoil.
|
|
/// <seealso cref="GunRefreshModifiersEvent"/>
|
|
/// </summary>
|
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float CameraRecoilScalarModified = 1f;
|
|
|
|
/// <summary>
|
|
/// Last time the gun fired.
|
|
/// Used for recoil purposes.
|
|
/// </summary>
|
|
[DataField]
|
|
public TimeSpan LastFire = TimeSpan.Zero;
|
|
|
|
/// <summary>
|
|
/// What the current spread is for shooting. This gets changed every time the gun fires.
|
|
/// </summary>
|
|
[DataField]
|
|
[AutoNetworkedField]
|
|
public Angle CurrentAngle;
|
|
|
|
/// <summary>
|
|
/// The base value for how much the spread increases every time the gun fires.
|
|
/// </summary>
|
|
[DataField]
|
|
public Angle AngleIncrease = Angle.FromDegrees(0.5);
|
|
|
|
/// <summary>
|
|
/// How much the spread increases every time the gun fires.
|
|
/// <seealso cref="GunRefreshModifiersEvent"/>
|
|
/// </summary>
|
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
|
public Angle AngleIncreaseModified;
|
|
|
|
/// <summary>
|
|
/// The base value for how much the <see cref="CurrentAngle"/> decreases per second.
|
|
/// </summary>
|
|
[DataField]
|
|
public Angle AngleDecay = Angle.FromDegrees(4);
|
|
|
|
/// <summary>
|
|
/// How much the <see cref="CurrentAngle"/> decreases per second.
|
|
/// <seealso cref="GunRefreshModifiersEvent"/>
|
|
/// </summary>
|
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
|
public Angle AngleDecayModified;
|
|
|
|
/// <summary>
|
|
/// The base value for the maximum angle allowed for <see cref="CurrentAngle"/>
|
|
/// </summary>
|
|
[DataField]
|
|
[AutoNetworkedField]
|
|
public Angle MaxAngle = Angle.FromDegrees(2);
|
|
|
|
/// <summary>
|
|
/// The maximum angle allowed for <see cref="CurrentAngle"/>
|
|
/// <seealso cref="GunRefreshModifiersEvent"/>
|
|
/// </summary>
|
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
|
public Angle MaxAngleModified;
|
|
|
|
/// <summary>
|
|
/// The base value for the minimum angle allowed for <see cref="CurrentAngle"/>
|
|
/// </summary>
|
|
[DataField]
|
|
[AutoNetworkedField]
|
|
public Angle MinAngle = Angle.FromDegrees(1);
|
|
|
|
/// <summary>
|
|
/// The minimum angle allowed for <see cref="CurrentAngle"/>.
|
|
/// <seealso cref="GunRefreshModifiersEvent"/>
|
|
/// </summary>
|
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
|
public Angle MinAngleModified;
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Whether this gun is shot via the use key or the alt-use key.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public bool UseKey = true;
|
|
|
|
/// <summary>
|
|
/// Where the gun is being requested to shoot.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public EntityCoordinates? ShootCoordinates = null;
|
|
|
|
/// <summary>
|
|
/// The base value for how many shots to fire per burst.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public int ShotsPerBurst = 3;
|
|
|
|
/// <summary>
|
|
/// How many shots to fire per burst.
|
|
/// <seealso cref="GunRefreshModifiersEvent"/>
|
|
/// </summary>
|
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
|
public int ShotsPerBurstModified = 3;
|
|
|
|
/// <summary>
|
|
/// Used for tracking semi-auto / burst
|
|
/// </summary>
|
|
[ViewVariables]
|
|
[AutoNetworkedField]
|
|
public int ShotCounter = 0;
|
|
|
|
/// <summary>
|
|
/// The base value for how many times it shoots per second.
|
|
/// </summary>
|
|
[DataField]
|
|
[AutoNetworkedField]
|
|
public float FireRate = 8f;
|
|
|
|
/// <summary>
|
|
/// How many times it shoots per second.
|
|
/// <seealso cref="GunRefreshModifiersEvent"/>
|
|
/// </summary>
|
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float FireRateModified;
|
|
|
|
/// <summary>
|
|
/// Starts fire cooldown when equipped if true.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool ResetOnHandSelected = true;
|
|
|
|
/// <summary>
|
|
/// The base value for how fast the projectile moves.
|
|
/// </summary>
|
|
[DataField]
|
|
public float ProjectileSpeed = 25f;
|
|
|
|
/// <summary>
|
|
/// How fast the projectile moves.
|
|
/// <seealso cref="GunRefreshModifiersEvent"/>
|
|
/// </summary>
|
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float ProjectileSpeedModified;
|
|
|
|
/// <summary>
|
|
/// When the gun is next available to be shot.
|
|
/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
|
|
/// </summary>
|
|
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
|
|
[AutoNetworkedField]
|
|
[AutoPausedField]
|
|
public TimeSpan NextFire = TimeSpan.Zero;
|
|
|
|
/// <summary>
|
|
/// What firemodes can be selected.
|
|
/// </summary>
|
|
[DataField]
|
|
[AutoNetworkedField]
|
|
public SelectiveFire AvailableModes = SelectiveFire.SemiAuto;
|
|
|
|
/// <summary>
|
|
/// What firemode is currently selected.
|
|
/// </summary>
|
|
[DataField]
|
|
[AutoNetworkedField]
|
|
public SelectiveFire SelectedMode = SelectiveFire.SemiAuto;
|
|
|
|
/// <summary>
|
|
/// Whether or not information about
|
|
/// the gun will be shown on examine.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool ShowExamineText = true;
|
|
|
|
/// <summary>
|
|
/// Whether or not someone with the
|
|
/// clumsy trait can shoot this
|
|
/// </summary>
|
|
[DataField]
|
|
public bool ClumsyProof = false;
|
|
|
|
// WD START
|
|
|
|
public EntityUid? Target;
|
|
|
|
[DataField("forceThrowingAngle")]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool ForceThrowingAngle;
|
|
|
|
[DataField("angle")]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public Angle Angle;
|
|
// WD END
|
|
}
|
|
|
|
[Flags]
|
|
public enum SelectiveFire : byte
|
|
{
|
|
Invalid = 0,
|
|
// Combat mode already functions as the equivalent of Safety
|
|
SemiAuto = 1 << 0,
|
|
Burst = 1 << 1,
|
|
FullAuto = 1 << 2, // Not in the building!
|
|
|
|
//Miracle edit
|
|
PullItem = 1 << 3,
|
|
PullMob = 1 << 4
|
|
//Miracle edit end
|
|
}
|