Bullet impact effects (#9530)
This commit is contained in:
@@ -1,19 +1,8 @@
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using Content.Shared.Projectiles;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Projectiles
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedProjectileComponent))]
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public sealed class ProjectileComponent : SharedProjectileComponent
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{
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is ProjectileComponentState compState)
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{
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Shooter = compState.Shooter;
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IgnoreShooter = compState.IgnoreShooter;
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}
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}
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}
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public sealed class ProjectileComponent : SharedProjectileComponent {}
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}
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61
Content.Client/Projectiles/ProjectileSystem.cs
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61
Content.Client/Projectiles/ProjectileSystem.cs
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@@ -0,0 +1,61 @@
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using Content.Shared.Projectiles;
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using Content.Shared.Spawners.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Client.Projectiles;
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public sealed class ProjectileSystem : SharedProjectileSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _player = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ProjectileComponent, ComponentHandleState>(OnHandleState);
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SubscribeNetworkEvent<ImpactEffectEvent>(OnProjectileImpact);
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}
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private void OnProjectileImpact(ImpactEffectEvent ev)
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{
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var ent = Spawn(ev.Prototype, ev.Coordinates);
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if (TryComp<SpriteComponent>(ent, out var sprite))
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{
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sprite[EffectLayers.Unshaded].AutoAnimated = false;
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sprite.LayerMapTryGet(EffectLayers.Unshaded, out var layer);
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var state = sprite.LayerGetState(layer);
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var lifetime = 0.5f;
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if (TryComp<TimedDespawnComponent>(ent, out var despawn))
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lifetime = despawn.Lifetime;
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var anim = new Animation()
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{
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Length = TimeSpan.FromSeconds(lifetime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick()
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{
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LayerKey = EffectLayers.Unshaded,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(state.Name, 0f),
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}
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}
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}
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};
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_player.Play(ent, anim, "impact-effect");
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}
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}
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private void OnHandleState(EntityUid uid, ProjectileComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ProjectileComponentState state) return;
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component.Shooter = state.Shooter;
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component.IgnoreShooter = state.IgnoreShooter;
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}
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}
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@@ -1,3 +1,4 @@
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using Content.Server.Projectiles;
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using Content.Server.Projectiles.Components;
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using Content.Server.Singularity.Components;
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using Content.Shared.Singularity.Components;
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@@ -29,7 +30,8 @@ namespace Content.Server.ParticleAccelerator.Components
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Logger.Error("ParticleProjectile tried firing, but it was spawned without a ProjectileComponent");
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return;
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}
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projectileComponent.IgnoreEntity(firer);
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_entMan.EntitySysManager.GetEntitySystem<ProjectileSystem>().SetShooter(projectileComponent, firer);
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if (!_entMan.TryGetComponent<SinguloFoodComponent?>(Owner, out var singuloFoodComponent))
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{
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@@ -22,22 +22,5 @@ namespace Content.Server.Projectiles.Components
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public bool ForceSound = false;
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public bool DamagedEntity;
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public float TimeLeft { get; set; } = 10;
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/// <summary>
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/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
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/// </summary>
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/// <param name="shooter"></param>
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public void IgnoreEntity(EntityUid shooter)
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{
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Shooter = shooter;
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Dirty();
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}
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public override ComponentState GetComponentState()
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{
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return new ProjectileComponentState(Shooter, IgnoreShooter);
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}
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}
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}
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@@ -1,19 +1,13 @@
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using Content.Server.Administration.Logs;
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using Content.Server.Projectiles.Components;
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using Content.Server.Weapon.Melee;
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using Content.Server.Weapon.Ranged;
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using Content.Shared.Audio;
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using Content.Shared.Body.Components;
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using Content.Shared.Camera;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Projectiles;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using GunSystem = Content.Server.Weapon.Ranged.Systems.GunSystem;
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namespace Content.Server.Projectiles
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@@ -29,16 +23,20 @@ namespace Content.Server.Projectiles
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<ProjectileComponent, ComponentGetState>(OnGetState);
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}
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private void HandleCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args)
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private void OnGetState(EntityUid uid, ProjectileComponent component, ref ComponentGetState args)
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{
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args.State = new ProjectileComponentState(component.Shooter, component.IgnoreShooter);
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}
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private void OnStartCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args)
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (args.OurFixture.ID != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity)
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{
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return;
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}
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var otherEntity = args.OtherFixture.Body.Owner;
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@@ -62,20 +60,12 @@ namespace Content.Server.Projectiles
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}
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if (component.DeleteOnCollide)
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{
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QueueDel(uid);
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}
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public override void Update(float frameTime)
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if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
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{
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base.Update(frameTime);
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foreach (var component in EntityManager.EntityQuery<ProjectileComponent>())
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{
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component.TimeLeft -= frameTime;
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if (component.TimeLeft <= 0)
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{
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EntityManager.DeleteEntity(component.Owner);
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RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, xform.Coordinates));
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}
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}
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}
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@@ -2,6 +2,7 @@ using System.Threading;
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using Content.Server.Administration.Logs;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Projectiles;
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using Content.Server.Projectiles.Components;
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using Content.Server.Singularity.Components;
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using Content.Server.Storage.Components;
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@@ -187,7 +188,7 @@ namespace Content.Server.Singularity.EntitySystems
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return;
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}
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projectileComponent.IgnoreEntity(component.Owner);
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Get<ProjectileSystem>().SetShooter(projectileComponent, component.Owner);
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physicsComponent
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.LinearVelocity = EntityManager.GetComponent<TransformComponent>(component.Owner).WorldRotation.ToWorldVec() * 20f;
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@@ -1,6 +1,7 @@
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using Content.Server.GameTicking;
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using Content.Server.Projectiles.Components;
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using Content.Shared.Sound;
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using Content.Shared.Spawners.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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@@ -116,7 +117,7 @@ namespace Content.Server.StationEvents.Events
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physics.Mass * ((MaxAngularVelocity - MinAngularVelocity) * _robustRandom.NextFloat() +
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MinAngularVelocity));
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// TODO: God this disgusts me but projectile needs a refactor.
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IoCManager.Resolve<IEntityManager>().GetComponent<ProjectileComponent>(meteor).TimeLeft = 120f;
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IoCManager.Resolve<IEntityManager>().EnsureComponent<TimedDespawnComponent>(meteor).Lifetime = 120f;
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}
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}
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}
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@@ -7,7 +7,6 @@ using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Sound;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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@@ -16,7 +15,6 @@ using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
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@@ -168,7 +166,7 @@ public sealed partial class GunSystem : SharedGunSystem
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if (user != null)
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{
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var projectile = EnsureComp<ProjectileComponent>(uid);
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projectile.IgnoreEntity(user.Value);
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Projectiles.SetShooter(projectile, user.Value);
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}
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Transform(uid).WorldRotation = direction.ToWorldAngle();
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@@ -1,13 +1,17 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Projectiles
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{
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[NetworkedComponent()]
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[NetworkedComponent, Access(typeof(SharedProjectileSystem))]
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public abstract class SharedProjectileComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("impactEffect", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? ImpactEffect;
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private bool _ignoreShooter = true;
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public EntityUid Shooter { get; protected set; }
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public EntityUid Shooter { get; set; }
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public bool IgnoreShooter
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{
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@@ -20,18 +24,5 @@ namespace Content.Shared.Projectiles
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Dirty();
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}
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}
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[NetSerializable, Serializable]
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protected sealed class ProjectileComponentState : ComponentState
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{
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public ProjectileComponentState(EntityUid shooter, bool ignoreShooter)
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{
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Shooter = shooter;
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IgnoreShooter = ignoreShooter;
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}
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public EntityUid Shooter { get; }
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public bool IgnoreShooter { get; }
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}
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}
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}
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@@ -1,4 +1,6 @@
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Projectiles
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{
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@@ -20,5 +22,39 @@ namespace Content.Shared.Projectiles
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return;
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}
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}
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public void SetShooter(SharedProjectileComponent component, EntityUid uid)
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{
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if (component.Shooter == uid) return;
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component.Shooter = uid;
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Dirty(component);
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}
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[NetSerializable, Serializable]
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protected sealed class ProjectileComponentState : ComponentState
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{
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public ProjectileComponentState(EntityUid shooter, bool ignoreShooter)
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{
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Shooter = shooter;
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IgnoreShooter = ignoreShooter;
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}
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public EntityUid Shooter { get; }
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public bool IgnoreShooter { get; }
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}
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[Serializable, NetSerializable]
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protected sealed class ImpactEffectEvent : EntityEventArgs
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{
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public string Prototype;
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public EntityCoordinates Coordinates;
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public ImpactEffectEvent(string prototype, EntityCoordinates coordinates)
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{
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Prototype = prototype;
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Coordinates = coordinates;
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}
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}
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}
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}
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@@ -8,6 +8,7 @@ using Content.Shared.Examine;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Throwing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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@@ -43,7 +44,8 @@ public abstract partial class SharedGunSystem : EntitySystem
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[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
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[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
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[Dependency] protected readonly ThrowingSystem ThrowingSystem = default!;
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[Dependency] protected readonly TagSystem _tagSystem = default!;
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[Dependency] protected readonly TagSystem TagSystem = default!;
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[Dependency] protected readonly SharedProjectileSystem Projectiles = default!;
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protected ISawmill Sawmill = default!;
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@@ -88,7 +90,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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private void OnGunMeleeAttempt(EntityUid uid, GunComponent component, ref MeleeAttackAttemptEvent args)
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{
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if (_tagSystem.HasTag(args.User, "GunsDisabled"))
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if (TagSystem.HasTag(args.User, "GunsDisabled"))
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return;
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args.Cancelled = true;
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@@ -186,7 +188,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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if (toCoordinates == null) return;
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if (_tagSystem.HasTag(user, "GunsDisabled"))
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if (TagSystem.HasTag(user, "GunsDisabled"))
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{
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Popup(Loc.GetString("gun-disabled"), user, user);
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return;
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@@ -0,0 +1,32 @@
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- type: entity
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id: BulletImpactEffect
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noSpawn: true
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components:
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- type: TimedDespawn
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lifetime: 0.25
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- type: Sprite
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netsync: false
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drawdepth: Effects
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layers:
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- shader: unshaded
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map: ["enum.EffectLayers.Unshaded"]
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sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi
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state: impact_bullet
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- type: EffectVisuals
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- type: entity
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id: BulletImpactEffectDisabler
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noSpawn: true
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components:
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- type: TimedDespawn
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lifetime: 0.2
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- type: Sprite
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netsync: false
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drawdepth: Effects
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layers:
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- shader: unshaded
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map: ["enum.EffectLayers.Unshaded"]
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sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi
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state: impact_laser_blue
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- type: EffectVisuals
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@@ -29,11 +29,14 @@
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- Impassable
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- BulletImpassable
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- type: Projectile
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impactEffect: BulletImpactEffect
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damage:
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types:
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Piercing: 14
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soundHit:
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path: /Audio/Weapons/Guns/Hits/bullet_hit.ogg
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- type: TimedDespawn
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lifetime: 10
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- type: entity
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id: BaseBulletTrigger # Trigger-on-collide bullets
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@@ -126,6 +129,7 @@
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- type: StaminaDamageOnCollide
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damage: 30
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- type: Projectile
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impactEffect: BulletImpactEffectDisabler
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damage:
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types:
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Heat: 5
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@@ -14,11 +14,11 @@
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"name": "impact_bullet",
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"delays": [
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[
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0.1,
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0.1,
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0.1,
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0.1,
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0.1
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0.05,
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0.05,
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0.05,
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0.05,
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0.05
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]
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]
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},
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@@ -26,10 +26,10 @@
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"name": "impact_laser_blue",
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"delays": [
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[
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0.1,
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0.1,
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0.1,
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0.1
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0.05,
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0.05,
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0.05,
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0.05
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]
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]
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}
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