* - tweak: Shotgun firerate standartization.
* - tweak: Less storage clothing size.
* - tweak: No spears for nukies.
* - tweak: Slightly buff ling armor.
* - tweak: Nerf tranquilizers.
* Revert "Tranquilizer balance (#23979)"
This reverts commit 9e1342f3e4.
* - remove: Disable whisper aspect.
* - fix: Borer fix on transform person.
* - fix: Items no longer get dropped on transform.
* - tweak: Reduce ling tentacle stun time.
* - tweak: Update chitinous armor desc.
* - fix: Transform sting range check.
* - tweak: More explosion resistance.
* - tweak: Fuel tanks can't create vacuum.
* - fix: Fix transform while being carried.
* - fix: Monkey form.
* - fix: I have no brain but I must live.
* - tweak: Update ling desc.
* - tweak: Fleshmend heals airloss.
* - fix: New wiki rules.
* - fix: Fix missing polymorph.
* - tweak: Structural damage now works better.
* - tweak: Less reflect prob.
* - fix: Popup fix.
58 lines
2.0 KiB
C#
58 lines
2.0 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._White.BetrayalDagger;
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public sealed class BackstabSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BackstabComponent, MeleeHitEvent>(HandleHit);
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}
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private void HandleHit(Entity<BackstabComponent> ent, ref MeleeHitEvent args)
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{
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if (args.HitEntities.Count != 1)
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return;
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var target = args.HitEntities[0];
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if (target == args.User || !HasComp<MobStateComponent>(target) ||
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!TryComp(target, out TransformComponent? xform))
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return;
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var userXform = Transform(args.User);
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var v1 = (_transform.GetWorldRotation(xform) + MathHelper.PiOver2).ToVec(); // Flipped WorldVec
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var v2 = _transform.GetWorldPosition(userXform) - _transform.GetWorldPosition(xform);
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var angle = Vector3.CalculateAngle(new Vector3(v1), new Vector3(v2));
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if (angle > ent.Comp.Tolerance.Theta)
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return;
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var damage = args.BaseDamage.GetTotal() * ent.Comp.DamageMultiplier;
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args.BonusDamage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Slash"),
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damage - args.BaseDamage.GetTotal());
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args.PenetrateArmor = ent.Comp.PenetrateArmor;
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if (!_net.IsServer)
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return;
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var message = Loc.GetString("backstab-damage-betrayal-dagger", ("damage", damage));
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_popup.PopupEntity(message, args.User, args.User, PopupType.MediumCaution);
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}
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}
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