Bullet impact effects (#9530)

This commit is contained in:
metalgearsloth
2022-07-09 13:46:11 +10:00
committed by GitHub
parent 1b5f88e4d0
commit 5107bc3be7
14 changed files with 175 additions and 85 deletions

View File

@@ -1,19 +1,13 @@
using Content.Server.Administration.Logs;
using Content.Server.Projectiles.Components;
using Content.Server.Weapon.Melee;
using Content.Server.Weapon.Ranged;
using Content.Shared.Audio;
using Content.Shared.Body.Components;
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Projectiles;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using GunSystem = Content.Server.Weapon.Ranged.Systems.GunSystem;
namespace Content.Server.Projectiles
@@ -29,16 +23,20 @@ namespace Content.Server.Projectiles
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(HandleCollide);
SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(OnStartCollide);
SubscribeLocalEvent<ProjectileComponent, ComponentGetState>(OnGetState);
}
private void HandleCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args)
private void OnGetState(EntityUid uid, ProjectileComponent component, ref ComponentGetState args)
{
args.State = new ProjectileComponentState(component.Shooter, component.IgnoreShooter);
}
private void OnStartCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args)
{
// This is so entities that shouldn't get a collision are ignored.
if (args.OurFixture.ID != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity)
{
return;
}
var otherEntity = args.OtherFixture.Body.Owner;
@@ -62,20 +60,12 @@ namespace Content.Server.Projectiles
}
if (component.DeleteOnCollide)
QueueDel(uid);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var component in EntityManager.EntityQuery<ProjectileComponent>())
{
component.TimeLeft -= frameTime;
QueueDel(uid);
if (component.TimeLeft <= 0)
if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
{
EntityManager.DeleteEntity(component.Owner);
RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, xform.Coordinates));
}
}
}