Flash overlay rework and bugfixes (#27369)
This commit is contained in:
@@ -152,7 +152,6 @@ namespace Content.Client.Entry
|
||||
_parallaxManager.LoadDefaultParallax();
|
||||
|
||||
_overlayManager.AddOverlay(new SingularityOverlay());
|
||||
_overlayManager.AddOverlay(new FlashOverlay());
|
||||
_overlayManager.AddOverlay(new RadiationPulseOverlay());
|
||||
_chatManager.Initialize();
|
||||
_clientPreferencesManager.Initialize();
|
||||
|
||||
@@ -1,12 +1,11 @@
|
||||
using System.Numerics;
|
||||
using Content.Shared.Flash;
|
||||
using Content.Shared.Flash.Components;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Content.Client.Viewport;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.State;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Shared.Enums;
|
||||
using Robust.Shared.Graphics;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Timing;
|
||||
using SixLabors.ImageSharp.PixelFormats;
|
||||
@@ -17,66 +16,87 @@ namespace Content.Client.Flash
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly IClyde _displayManager = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly IStateManager _stateManager = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
|
||||
private readonly StatusEffectsSystem _statusSys;
|
||||
|
||||
public override OverlaySpace Space => OverlaySpace.WorldSpace;
|
||||
private readonly ShaderInstance _shader;
|
||||
private double _startTime = -1;
|
||||
private double _lastsFor = 1;
|
||||
private Texture? _screenshotTexture;
|
||||
public float PercentComplete = 0.0f;
|
||||
public Texture? ScreenshotTexture;
|
||||
|
||||
public FlashOverlay()
|
||||
{
|
||||
IoCManager.InjectDependencies(this);
|
||||
_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
|
||||
_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").InstanceUnique();
|
||||
_statusSys = _entityManager.System<StatusEffectsSystem>();
|
||||
}
|
||||
|
||||
public void ReceiveFlash(double duration)
|
||||
protected override void FrameUpdate(FrameEventArgs args)
|
||||
{
|
||||
var playerEntity = _playerManager.LocalEntity;
|
||||
|
||||
if (playerEntity == null)
|
||||
return;
|
||||
|
||||
if (!_entityManager.HasComponent<FlashedComponent>(playerEntity)
|
||||
|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
|
||||
return;
|
||||
|
||||
if (!_statusSys.TryGetTime(playerEntity.Value, SharedFlashSystem.FlashedKey, out var time, status))
|
||||
return;
|
||||
|
||||
var curTime = _timing.CurTime;
|
||||
var lastsFor = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
|
||||
var timeDone = (float) (curTime - time.Value.Item1).TotalSeconds;
|
||||
|
||||
PercentComplete = timeDone / lastsFor;
|
||||
}
|
||||
|
||||
public void ReceiveFlash()
|
||||
{
|
||||
if (_stateManager.CurrentState is IMainViewportState state)
|
||||
{
|
||||
// take a screenshot
|
||||
// note that the callback takes a while and ScreenshotTexture will be null the first few Draws
|
||||
state.Viewport.Viewport.Screenshot(image =>
|
||||
{
|
||||
var rgba32Image = image.CloneAs<Rgba32>(SixLabors.ImageSharp.Configuration.Default);
|
||||
_screenshotTexture = _displayManager.LoadTextureFromImage(rgba32Image);
|
||||
ScreenshotTexture = _displayManager.LoadTextureFromImage(rgba32Image);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
_startTime = _gameTiming.CurTime.TotalSeconds;
|
||||
_lastsFor = duration;
|
||||
protected override bool BeforeDraw(in OverlayDrawArgs args)
|
||||
{
|
||||
if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
|
||||
return false;
|
||||
if (args.Viewport.Eye != eyeComp.Eye)
|
||||
return false;
|
||||
|
||||
return PercentComplete < 1.0f;
|
||||
}
|
||||
|
||||
protected override void Draw(in OverlayDrawArgs args)
|
||||
{
|
||||
if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
|
||||
return;
|
||||
|
||||
if (args.Viewport.Eye != eyeComp.Eye)
|
||||
return;
|
||||
|
||||
var percentComplete = (float) ((_gameTiming.CurTime.TotalSeconds - _startTime) / _lastsFor);
|
||||
if (percentComplete >= 1.0f)
|
||||
if (ScreenshotTexture == null)
|
||||
return;
|
||||
|
||||
var worldHandle = args.WorldHandle;
|
||||
_shader.SetParameter("percentComplete", PercentComplete);
|
||||
worldHandle.UseShader(_shader);
|
||||
_shader.SetParameter("percentComplete", percentComplete);
|
||||
|
||||
if (_screenshotTexture != null)
|
||||
{
|
||||
worldHandle.DrawTextureRectRegion(_screenshotTexture, args.WorldBounds);
|
||||
}
|
||||
|
||||
worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
|
||||
worldHandle.UseShader(null);
|
||||
}
|
||||
|
||||
protected override void DisposeBehavior()
|
||||
{
|
||||
base.DisposeBehavior();
|
||||
_screenshotTexture = null;
|
||||
ScreenshotTexture = null;
|
||||
PercentComplete = 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,62 +1,67 @@
|
||||
using Content.Shared.Flash;
|
||||
using Content.Shared.Flash.Components;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Player;
|
||||
|
||||
namespace Content.Client.Flash;
|
||||
|
||||
namespace Content.Client.Flash
|
||||
{
|
||||
public sealed class FlashSystem : SharedFlashSystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
[Dependency] private readonly IOverlayManager _overlayManager = default!;
|
||||
[Dependency] private readonly IPlayerManager _player = default!;
|
||||
[Dependency] private readonly IOverlayManager _overlayMan = default!;
|
||||
|
||||
private FlashOverlay _overlay = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<FlashableComponent, ComponentHandleState>(OnFlashableHandleState);
|
||||
SubscribeLocalEvent<FlashedComponent, ComponentInit>(OnInit);
|
||||
SubscribeLocalEvent<FlashedComponent, ComponentShutdown>(OnShutdown);
|
||||
SubscribeLocalEvent<FlashedComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
|
||||
SubscribeLocalEvent<FlashedComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
|
||||
SubscribeLocalEvent<FlashedComponent, StatusEffectAddedEvent>(OnStatusAdded);
|
||||
|
||||
_overlay = new();
|
||||
}
|
||||
|
||||
private void OnFlashableHandleState(EntityUid uid, FlashableComponent component, ref ComponentHandleState args)
|
||||
private void OnPlayerAttached(EntityUid uid, FlashedComponent component, LocalPlayerAttachedEvent args)
|
||||
{
|
||||
if (args.Current is not FlashableComponentState state)
|
||||
return;
|
||||
_overlayMan.AddOverlay(_overlay);
|
||||
}
|
||||
|
||||
// Yes, this code is awful. I'm just porting it to an entity system so don't blame me.
|
||||
if (_playerManager.LocalEntity != uid)
|
||||
private void OnPlayerDetached(EntityUid uid, FlashedComponent component, LocalPlayerDetachedEvent args)
|
||||
{
|
||||
return;
|
||||
_overlay.PercentComplete = 1.0f;
|
||||
_overlay.ScreenshotTexture = null;
|
||||
_overlayMan.RemoveOverlay(_overlay);
|
||||
}
|
||||
|
||||
if (state.Time == default)
|
||||
private void OnInit(EntityUid uid, FlashedComponent component, ComponentInit args)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Few things here:
|
||||
// 1. If a shorter duration flash is applied then don't do anything
|
||||
// 2. If the client-side time is later than when the flash should've ended don't do anything
|
||||
var currentTime = _gameTiming.CurTime.TotalSeconds;
|
||||
var newEndTime = state.Time.TotalSeconds + state.Duration;
|
||||
var currentEndTime = component.LastFlash.TotalSeconds + component.Duration;
|
||||
|
||||
if (currentEndTime > newEndTime)
|
||||
if (_player.LocalEntity == uid)
|
||||
{
|
||||
return;
|
||||
_overlayMan.AddOverlay(_overlay);
|
||||
}
|
||||
}
|
||||
|
||||
if (currentTime > newEndTime)
|
||||
private void OnShutdown(EntityUid uid, FlashedComponent component, ComponentShutdown args)
|
||||
{
|
||||
return;
|
||||
if (_player.LocalEntity == uid)
|
||||
{
|
||||
_overlay.PercentComplete = 1.0f;
|
||||
_overlay.ScreenshotTexture = null;
|
||||
_overlayMan.RemoveOverlay(_overlay);
|
||||
}
|
||||
}
|
||||
|
||||
component.LastFlash = state.Time;
|
||||
component.Duration = state.Duration;
|
||||
|
||||
var overlay = _overlayManager.GetOverlay<FlashOverlay>();
|
||||
overlay.ReceiveFlash(component.Duration);
|
||||
private void OnStatusAdded(EntityUid uid, FlashedComponent component, StatusEffectAddedEvent args)
|
||||
{
|
||||
if (_player.LocalEntity == uid && args.Key == FlashedKey)
|
||||
{
|
||||
_overlay.ReceiveFlash();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,6 @@ using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.Flash.Components;
|
||||
|
||||
// Also needed FlashableComponent on entity to work
|
||||
[RegisterComponent, Access(typeof(DamagedByFlashingSystem))]
|
||||
public sealed partial class DamagedByFlashingComponent : Component
|
||||
{
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
namespace Content.Server.Flash.Components
|
||||
{
|
||||
namespace Content.Server.Flash.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Makes the entity immune to being flashed.
|
||||
/// When given to clothes in the "head", "eyes" or "mask" slot it protects the wearer.
|
||||
/// </summary>
|
||||
[RegisterComponent, Access(typeof(FlashSystem))]
|
||||
public sealed partial class FlashImmunityComponent : Component
|
||||
{
|
||||
@@ -7,4 +11,3 @@ namespace Content.Server.Flash.Components
|
||||
[DataField("enabled")]
|
||||
public bool Enabled { get; set; } = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,18 +9,17 @@ using Content.Shared.Charges.Systems;
|
||||
using Content.Shared.Eye.Blinding.Components;
|
||||
using Content.Shared.Flash;
|
||||
using Content.Shared.IdentityManagement;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Physics;
|
||||
using Content.Shared.Tag;
|
||||
using Content.Shared.Traits.Assorted;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Content.Shared.Examine;
|
||||
using Robust.Server.Audio;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
|
||||
|
||||
namespace Content.Server.Flash
|
||||
@@ -31,14 +30,14 @@ namespace Content.Server.Flash
|
||||
[Dependency] private readonly AudioSystem _audio = default!;
|
||||
[Dependency] private readonly SharedChargesSystem _charges = default!;
|
||||
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
|
||||
[Dependency] private readonly ExamineSystemShared _examine = default!;
|
||||
[Dependency] private readonly InventorySystem _inventory = default!;
|
||||
[Dependency] private readonly PopupSystem _popup = default!;
|
||||
[Dependency] private readonly StunSystem _stun = default!;
|
||||
[Dependency] private readonly TagSystem _tag = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -114,31 +113,18 @@ namespace Content.Server.Flash
|
||||
float flashDuration,
|
||||
float slowTo,
|
||||
bool displayPopup = true,
|
||||
FlashableComponent? flashable = null,
|
||||
bool melee = false,
|
||||
TimeSpan? stunDuration = null)
|
||||
{
|
||||
if (!Resolve(target, ref flashable, false))
|
||||
return;
|
||||
|
||||
var attempt = new FlashAttemptEvent(target, user, used);
|
||||
RaiseLocalEvent(target, attempt, true);
|
||||
|
||||
if (attempt.Cancelled)
|
||||
return;
|
||||
|
||||
if (melee)
|
||||
{
|
||||
var ev = new AfterFlashedEvent(target, user, used);
|
||||
if (user != null)
|
||||
RaiseLocalEvent(user.Value, ref ev);
|
||||
if (used != null)
|
||||
RaiseLocalEvent(used.Value, ref ev);
|
||||
}
|
||||
|
||||
flashable.LastFlash = _timing.CurTime;
|
||||
flashable.Duration = flashDuration / 1000f; // TODO: Make this sane...
|
||||
Dirty(target, flashable);
|
||||
// don't paralyze, slowdown or convert to rev if the target is immune to flashes
|
||||
if (!_statusEffectsSystem.TryAddStatusEffect<FlashedComponent>(target, FlashedKey, TimeSpan.FromSeconds(flashDuration / 1000f), true))
|
||||
return;
|
||||
|
||||
if (stunDuration != null)
|
||||
{
|
||||
@@ -155,28 +141,40 @@ namespace Content.Server.Flash
|
||||
_popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
|
||||
("user", Identity.Entity(user.Value, EntityManager))), target, target);
|
||||
}
|
||||
|
||||
if (melee)
|
||||
{
|
||||
var ev = new AfterFlashedEvent(target, user, used);
|
||||
if (user != null)
|
||||
RaiseLocalEvent(user.Value, ref ev);
|
||||
if (used != null)
|
||||
RaiseLocalEvent(used.Value, ref ev);
|
||||
}
|
||||
}
|
||||
|
||||
public void FlashArea(Entity<FlashComponent?> source, EntityUid? user, float range, float duration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
|
||||
{
|
||||
var transform = Transform(source);
|
||||
var mapPosition = _transform.GetMapCoordinates(transform);
|
||||
var flashableQuery = GetEntityQuery<FlashableComponent>();
|
||||
var statusEffectsQuery = GetEntityQuery<StatusEffectsComponent>();
|
||||
var damagedByFlashingQuery = GetEntityQuery<DamagedByFlashingComponent>();
|
||||
|
||||
foreach (var entity in _entityLookup.GetEntitiesInRange(transform.Coordinates, range))
|
||||
{
|
||||
if (!_random.Prob(probability))
|
||||
continue;
|
||||
|
||||
if (!flashableQuery.TryGetComponent(entity, out var flashable))
|
||||
// Is the entity affected by the flash either through status effects or by taking damage?
|
||||
if (!statusEffectsQuery.HasComponent(entity) && !damagedByFlashingQuery.HasComponent(entity))
|
||||
continue;
|
||||
|
||||
// Check for unobstructed entities while ignoring the mobs with flashable components.
|
||||
if (!_interaction.InRangeUnobstructed(entity, mapPosition, range, flashable.CollisionGroup, predicate: (e) => flashableQuery.HasComponent(e) || e == source.Owner))
|
||||
// Check for entites in view
|
||||
// put damagedByFlashingComponent in the predicate because shadow anomalies block vision.
|
||||
if (!_examine.InRangeUnOccluded(entity, mapPosition, range, predicate: (e) => damagedByFlashingQuery.HasComponent(e)))
|
||||
continue;
|
||||
|
||||
// They shouldn't have flash removed in between right?
|
||||
Flash(entity, user, source, duration, slowTo, displayPopup, flashableQuery.GetComponent(entity));
|
||||
Flash(entity, user, source, duration, slowTo, displayPopup);
|
||||
}
|
||||
|
||||
_audio.PlayPvs(sound, source, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
|
||||
@@ -201,6 +199,8 @@ namespace Content.Server.Flash
|
||||
|
||||
private void OnPermanentBlindnessFlashAttempt(EntityUid uid, PermanentBlindnessComponent component, FlashAttemptEvent args)
|
||||
{
|
||||
// check for total blindness
|
||||
if (component.Blindness == 0)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
@@ -210,6 +210,10 @@ namespace Content.Server.Flash
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
|
||||
/// Raised on the target hit by the flash, the user of the flash and the flash used.
|
||||
/// </summary>
|
||||
public sealed class FlashAttemptEvent : CancellableEntityEventArgs
|
||||
{
|
||||
public readonly EntityUid Target;
|
||||
@@ -225,7 +229,7 @@ namespace Content.Server.Flash
|
||||
}
|
||||
/// <summary>
|
||||
/// Called after a flash is used via melee on another person to check for rev conversion.
|
||||
/// Raised on the user of the flash, the target hit by the flash, and the flash used.
|
||||
/// Raised on the target hit by the flash, the user of the flash and the flash used.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public readonly struct AfterFlashedEvent
|
||||
@@ -241,6 +245,4 @@ namespace Content.Server.Flash
|
||||
Used = used;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using Content.Shared.Flash;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Flash.Components
|
||||
{
|
||||
@@ -43,4 +43,13 @@ namespace Content.Shared.Flash.Components
|
||||
[DataField]
|
||||
public float Probability = 1f;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum FlashVisuals : byte
|
||||
{
|
||||
BaseLayer,
|
||||
LightLayer,
|
||||
Burnt,
|
||||
Flashing,
|
||||
}
|
||||
}
|
||||
|
||||
9
Content.Shared/Flash/Components/FlashedComponent.cs
Normal file
9
Content.Shared/Flash/Components/FlashedComponent.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Flash.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Exists for use as a status effect. Adds a shader to the client that obstructs vision.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
public sealed partial class FlashedComponent : Component { }
|
||||
@@ -1,40 +0,0 @@
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Flash
|
||||
{
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
public sealed partial class FlashableComponent : Component
|
||||
{
|
||||
public float Duration;
|
||||
public TimeSpan LastFlash;
|
||||
|
||||
[DataField]
|
||||
public CollisionGroup CollisionGroup = CollisionGroup.Opaque;
|
||||
|
||||
public override bool SendOnlyToOwner => true;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class FlashableComponentState : ComponentState
|
||||
{
|
||||
public float Duration { get; }
|
||||
public TimeSpan Time { get; }
|
||||
|
||||
public FlashableComponentState(float duration, TimeSpan time)
|
||||
{
|
||||
Duration = duration;
|
||||
Time = time;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum FlashVisuals : byte
|
||||
{
|
||||
BaseLayer,
|
||||
LightLayer,
|
||||
Burnt,
|
||||
Flashing,
|
||||
}
|
||||
}
|
||||
@@ -1,19 +1,10 @@
|
||||
using Robust.Shared.GameStates;
|
||||
using Content.Shared.StatusEffect;
|
||||
|
||||
namespace Content.Shared.Flash
|
||||
{
|
||||
public abstract class SharedFlashSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<FlashableComponent, ComponentGetState>(OnFlashableGetState);
|
||||
}
|
||||
|
||||
private static void OnFlashableGetState(EntityUid uid, FlashableComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new FlashableComponentState(component.Duration, component.LastFlash);
|
||||
}
|
||||
[ValidatePrototypeId<StatusEffectPrototype>]
|
||||
public const string FlashedKey = "Flashed";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -126,6 +126,7 @@
|
||||
- Stun
|
||||
- KnockedDown
|
||||
- SlowedDown
|
||||
- Flashed
|
||||
- type: TypingIndicator
|
||||
proto: robot
|
||||
- type: Speech
|
||||
@@ -147,7 +148,6 @@
|
||||
locked: true
|
||||
- type: ActivatableUIRequiresLock
|
||||
- type: LockedWiresPanel
|
||||
- type: Flashable
|
||||
- type: Damageable
|
||||
damageContainer: Silicon
|
||||
- type: Destructible
|
||||
|
||||
@@ -48,7 +48,6 @@
|
||||
sprite: Mobs/Effects/onfire.rsi
|
||||
normalState: Generic_mob_burning
|
||||
- type: Climbing
|
||||
- type: Flashable
|
||||
- type: NameIdentifier
|
||||
group: GenericNumber
|
||||
|
||||
|
||||
@@ -781,7 +781,6 @@
|
||||
amount: 3
|
||||
- id: DrinkTequilaBottleFull
|
||||
amount: 1
|
||||
- type: Flashable
|
||||
- type: Tag
|
||||
tags:
|
||||
- CannotSuicide
|
||||
@@ -808,7 +807,6 @@
|
||||
# name: ghost-role-information-tropico-name
|
||||
# description: ghost-role-information-tropico-description
|
||||
# - type: GhostTakeoverAvailable
|
||||
# - type: Flashable
|
||||
- type: Tag
|
||||
tags:
|
||||
- VimPilot
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
- ForcedSleep
|
||||
- TemporaryBlindness
|
||||
- Pacified
|
||||
- Flashed
|
||||
- type: Buckle
|
||||
- type: StandingState
|
||||
- type: Tag
|
||||
@@ -99,6 +100,7 @@
|
||||
- TemporaryBlindness
|
||||
- Pacified
|
||||
- StaminaModifier
|
||||
- Flashed
|
||||
- type: Bloodstream
|
||||
bloodMaxVolume: 150
|
||||
- type: MobPrice
|
||||
|
||||
@@ -140,6 +140,7 @@
|
||||
- TemporaryBlindness
|
||||
- Pacified
|
||||
- StaminaModifier
|
||||
- Flashed
|
||||
- type: Reflect
|
||||
enabled: false
|
||||
reflectProb: 0
|
||||
@@ -234,7 +235,6 @@
|
||||
id: BaseMobSpeciesOrganic
|
||||
abstract: true
|
||||
components:
|
||||
- type: Flashable
|
||||
- type: Barotrauma
|
||||
damage:
|
||||
types:
|
||||
@@ -249,24 +249,7 @@
|
||||
Heat: -0.07
|
||||
groups:
|
||||
Brute: -0.07
|
||||
# Organs
|
||||
- type: StatusEffects
|
||||
allowed:
|
||||
- Stun
|
||||
- KnockedDown
|
||||
- SlowedDown
|
||||
- Stutter
|
||||
- SeeingRainbows
|
||||
- Electrocution
|
||||
- ForcedSleep
|
||||
- TemporaryBlindness
|
||||
- Drunk
|
||||
- SlurredSpeech
|
||||
- RatvarianLanguage
|
||||
- PressureImmunity
|
||||
- Muted
|
||||
- Pacified
|
||||
- StaminaModifier
|
||||
|
||||
- type: Blindable
|
||||
# Other
|
||||
- type: Temperature
|
||||
|
||||
@@ -15,9 +15,6 @@
|
||||
path: /Audio/Items/hiss.ogg
|
||||
params:
|
||||
variation: 0.08
|
||||
- type: Flashable
|
||||
collisionGroup:
|
||||
- None
|
||||
- type: DamagedByFlashing
|
||||
flashDamage:
|
||||
types:
|
||||
|
||||
@@ -59,3 +59,6 @@
|
||||
|
||||
- type: statusEffect
|
||||
id: StaminaModifier
|
||||
|
||||
- type: statusEffect
|
||||
id: Flashed
|
||||
|
||||
@@ -11,7 +11,7 @@ void fragment() {
|
||||
|
||||
highp vec4 textureMix = mix(tex1, tex2, 0.5);
|
||||
|
||||
// Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect
|
||||
// Gradually mixes between the texture mix and a full-black texture, causing the "blinding" effect
|
||||
highp vec4 mixed = mix(vec4(0.0, 0.0, 0.0, 1.0), textureMix, percentComplete);
|
||||
|
||||
COLOR = vec4(mixed.rgb, remaining);
|
||||
|
||||
Reference in New Issue
Block a user