* Disable Pulling When Buckling an entity * Projectile Improvements If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets. - Dead people are still unhitable * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Firelock In Progress * Revert "Projectile Improvements" This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4. * Firelock Graph * Revert "Merge branch 'master' into test2" This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c. * Bunch of stuff - Metal Rods - Reinforced Glass - SetStackCount Condition - Tables - Lattice * Output2 to FloorTileItemComponent * Plating, Underplating and Tiles (+FloorTile Improvements) * Turf Fixes + APC Electronics * Reinforced Glass In-hand textures * All the fixes * Final Changes * (Hopefully) Last commit * Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * A Few more things * Edit FirelockComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
186 lines
3.6 KiB
JSON
186 lines
3.6 KiB
JSON
{
|
|
"version": 1,
|
|
"size": {
|
|
"x": 32,
|
|
"y": 32
|
|
},
|
|
"states": [
|
|
{
|
|
"name": "metal-inhand-left",
|
|
"directions": 4,
|
|
"delays": [
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"name": "metal-inhand-right",
|
|
"directions": 4,
|
|
"delays": [
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"name": "glass-inhand-left",
|
|
"directions": 4,
|
|
"delays": [
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"name": "glass-inhand-right",
|
|
"directions": 4,
|
|
"delays": [
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"name": "glass",
|
|
"directions": 1
|
|
},
|
|
{
|
|
"name": "phoron-inhand-left",
|
|
"directions": 4,
|
|
"delays": [
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"name": "phoron-inhand-right",
|
|
"directions": 4,
|
|
"delays": [
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"name": "phoron",
|
|
"directions": 1
|
|
},
|
|
{
|
|
"name": "metal",
|
|
"directions": 1
|
|
},
|
|
{
|
|
"name": "plasteel-inhand-left",
|
|
"directions": 4,
|
|
"delays": [
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"name": "plasteel-inhand-right",
|
|
"directions": 4,
|
|
"delays": [
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
],
|
|
[
|
|
1
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"name": "plasteel",
|
|
"directions": 1
|
|
},
|
|
{
|
|
"name": "rglass",
|
|
"directions": 1
|
|
},
|
|
{
|
|
"name": "rglass-inhand-left",
|
|
"directions": 4
|
|
},
|
|
{
|
|
"name": "rglass-inhand-right",
|
|
"directions": 4
|
|
},
|
|
{
|
|
"name": "researchicon",
|
|
"directions": 1
|
|
}
|
|
]
|
|
}
|