Wall slams - Damage on high velocity impact. (#1600)
* Wallslammed! * Removes debug logging * Buff damage to 5 by default
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@@ -13,6 +13,7 @@ using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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@@ -323,8 +324,8 @@ namespace Content.Server.GameObjects.Components.Atmos
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switch (_state)
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{
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case ProcessState.TileEqualize:
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if(ProcessTileEqualize())
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_state = ProcessState.ActiveTiles;
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ProcessTileEqualize();
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_state = ProcessState.ActiveTiles;
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return;
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case ProcessState.ActiveTiles:
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if(ProcessActiveTiles())
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@@ -335,8 +336,8 @@ namespace Content.Server.GameObjects.Components.Atmos
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_state = ProcessState.HighPressureDelta;
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return;
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case ProcessState.HighPressureDelta:
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if(ProcessHighPressureDelta())
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_state = ProcessState.Hotspots;
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ProcessHighPressureDelta();
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_state = ProcessState.Hotspots;
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break;
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case ProcessState.Hotspots:
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if(ProcessHotspots())
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@@ -347,7 +348,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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UpdateCounter++;
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}
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public bool ProcessTileEqualize()
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public void ProcessTileEqualize()
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{
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_stopwatch.Restart();
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@@ -360,10 +361,10 @@ namespace Content.Server.GameObjects.Components.Atmos
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number = 0;
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// Process the rest next time.
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if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
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return false;
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return;
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}
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return true;
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return;
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}
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public bool ProcessActiveTiles()
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@@ -411,7 +412,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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return true;
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}
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public bool ProcessHighPressureDelta()
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public void ProcessHighPressureDelta()
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{
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_stopwatch.Restart();
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@@ -427,10 +428,10 @@ namespace Content.Server.GameObjects.Components.Atmos
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number = 0;
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// Process the rest next time.
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if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
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return false;
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return;
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}
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return true;
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return;
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}
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private bool ProcessHotspots()
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