Add reflection for crystals (#16426)
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@@ -1,44 +1,43 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Reflect;
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/// <summary>
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/// Entities with this component have a chance to reflect projectiles and hitscan shots
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class ReflectComponent : Component
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ReflectComponent : Component
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{
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/// <summary>
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/// Can only reflect when enabled
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/// </summary>
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[DataField("enabled"), ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// What we reflect.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
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public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
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/// <summary>
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/// Probability for a projectile to be reflected.
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/// </summary>
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[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite)]
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public float ReflectProb;
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[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float ReflectProb = 0.25f;
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[DataField("spread"), ViewVariables(VVAccess.ReadWrite)]
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public Angle Spread = Angle.FromDegrees(5);
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[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public Angle Spread = Angle.FromDegrees(45);
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[DataField("soundOnReflect")]
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public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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}
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[Serializable, NetSerializable]
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public sealed class ReflectComponentState : ComponentState
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[Flags]
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public enum ReflectType : byte
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{
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public bool Enabled;
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public float ReflectProb;
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public Angle Spread;
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public ReflectComponentState(bool enabled, float reflectProb, Angle spread)
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{
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Enabled = enabled;
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ReflectProb = reflectProb;
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Spread = spread;
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}
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None = 0,
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NonEnergy = 1 << 0,
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Energy = 1 << 1,
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}
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