Revert "Weapon Reflection Movement Mechanic (#27219)" (#29326)

* Revert "Weapon Reflection Movement Mechanic (#27219)"

This reverts commit b90373356e.

# Conflicts:
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Weapons/Reflect/ReflectSystem.cs

* Add myself to codeowners

* Add myself to codeowners

* Also the alerts
This commit is contained in:
metalgearsloth
2024-06-23 12:16:08 +10:00
committed by GitHub
parent 089cdcf777
commit 0546c9bf64
13 changed files with 105 additions and 274 deletions

View File

@@ -21,42 +21,17 @@ public sealed partial class ReflectComponent : Component
[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
/// <summary>
/// Probability for a projectile to be reflected.
/// </summary>
[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float ReflectProb = 0.25f;
[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public Angle Spread = Angle.FromDegrees(45);
[DataField("soundOnReflect")]
public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
/// <summary>
/// Is the deflection an innate power or something actively maintained? If true, this component grants a flat
/// deflection chance rather than a chance that degrades when moving/weightless/stunned/etc.
/// </summary>
[DataField]
public bool Innate = false;
/// <summary>
/// Maximum probability for a projectile to be reflected.
/// </summary>
[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float ReflectProb = 0.25f;
/// <summary>
/// The maximum velocity a wielder can move at before losing effectiveness.
/// </summary>
[DataField]
public float VelocityBeforeNotMaxProb = 2.5f; // Walking speed for a human. Suitable for a weightless deflector like an e-sword.
/// <summary>
/// The velocity a wielder has to be moving at to use the minimum effectiveness value.
/// </summary>
[DataField]
public float VelocityBeforeMinProb = 4.5f; // Sprinting speed for a human. Suitable for a weightless deflector like an e-sword.
/// <summary>
/// Minimum probability for a projectile to be reflected.
/// </summary>
[DataField]
public float MinReflectProb = 0.1f;
}
[Flags]