* Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
42 lines
862 B
YAML
42 lines
862 B
YAML
# Does not currently support prototype hot-reloading. See comments in c# file.
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- type: explosion
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id: Default
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damagePerIntensity:
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types:
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Heat: 5
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Blunt: 5
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Piercing: 5
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tileBreakChance: [0, 0.5, 1]
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tileBreakIntensity: [0, 10, 30]
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tileBreakRerollReduction: 20
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 3
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- type: explosion
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id: Radioactive
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damagePerIntensity:
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types:
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Radiation: 5
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Heat: 4
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Blunt: 3
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Piercing: 3
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lightColor: Green
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fireColor: Green
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texturePath: /Textures/Effects/fire_greyscale.rsi
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fireStates: 3
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- type: explosion
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id: Cryo
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damagePerIntensity:
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types:
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Cold: 5
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Blunt: 2
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tileBreakChance: [0]
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tileBreakIntensity: [0]
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lightColor: Blue
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fireColor: Blue
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texturePath: /Textures/Effects/fire_greyscale.rsi
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fireStates: 3
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