Explosions and Grenades, Triggers, OnDestroy, OnExAct, Fueltanks and destructible tables (#247)
* initial explosiveComponent * remove garbagee * assets * tile mass deletion baby * grenades * tweaks * Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Ex_act based on damage, fixes and tweaks * One finishing touch Done the most cringe way * ex_act explosions, tables are destructible now also adds fuel tanks * adds ex_act to mobs
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Pieter-Jan Briers
parent
f1aeaaa640
commit
10801af2f7
@@ -12,7 +12,7 @@ using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects
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{
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public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior
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public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior, IExAct
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{
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/// <summary>
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/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
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@@ -115,6 +115,28 @@ namespace Content.Server.GameObjects
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Owner.RaiseEvent(new MobDamageStateChangedMessage(this));
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}
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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var burnDamage = 0;
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var bruteDamage = 0;
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switch(eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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bruteDamage += 250;
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burnDamage += 250;
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break;
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case ExplosionSeverity.Heavy:
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bruteDamage += 60;
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burnDamage += 60;
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break;
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case ExplosionSeverity.Light:
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bruteDamage += 30;
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break;
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}
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Owner.GetComponent<DamageableComponent>().TakeDamage(Shared.GameObjects.DamageType.Brute, bruteDamage);
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Owner.GetComponent<DamageableComponent>().TakeDamage(Shared.GameObjects.DamageType.Heat, burnDamage);
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}
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}
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/// <summary>
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