Species Component (#130)

* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
This commit is contained in:
clusterfack
2018-12-13 07:47:19 -06:00
committed by Pieter-Jan Briers
parent b8becf4a56
commit 37df61113e
52 changed files with 1172 additions and 183 deletions

View File

@@ -1,4 +1,5 @@
using SS14.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects;
using SS14.Server.GameObjects.EntitySystems;
using SS14.Shared.Audio;
using SS14.Shared.GameObjects.EntitySystemMessages;
using SS14.Shared.Interfaces.GameObjects;
@@ -9,6 +10,7 @@ using SS14.Shared.IoC;
using SS14.Shared.Map;
using SS14.Shared.Maths;
using SS14.Shared.Physics;
using SS14.Shared.Serialization;
using System;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
@@ -18,7 +20,16 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
private const float MaxLength = 20;
public override string Name => "HitscanWeapon";
private const string SpriteName = "Objects/laser.png";
string Spritename = "Objects/laser.png";
int Damage = 10;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref Spritename, "sprite", "Objects/laser.png");
serializer.DataField(ref Damage, "damage", 10);
}
protected override void Fire(IEntity user, GridLocalCoordinates clicklocation)
{
@@ -37,7 +48,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
{
if (ray.HitEntity != null && ray.HitEntity.TryGetComponent(out DamageableComponent damage))
{
damage.TakeDamage(DamageType.Heat, 10);
damage.TakeDamage(DamageType.Heat, Damage);
}
}
@@ -48,7 +59,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
var offset = angle.ToVec() * dist / 2;
var message = new EffectSystemMessage
{
EffectSprite = SpriteName,
EffectSprite = Spritename,
Born = time,
DeathTime = time + TimeSpan.FromSeconds(1),
Size = new Vector2(dist, 1f),