Singularity Shaders and a lot of Shader Stuff (#2517)
* Beginnings of singulo shader * LOTS of changes!! * Minor changes * Singulo stuff * Aesthetic changes to singulo * Combining singulo change * ShaderAura uses IEntities now, not IPlayerSession * Fixes? * Fixes draw order for atmos * using fix * Address reviews * nuget.config whaaa * nuget haha * nuget why are you so dum * happy now * Preparing for omegachange * Merge from seventh level of hell * woork * Ignorecomponents add * mmf * RobustToolbox? * Fixes * Fixes Robust? * adds sprite * Nullables * Crit overlay stuff * Commits Robust
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@@ -1,3 +1,4 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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@@ -115,12 +116,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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// TODO: Merge with the code in FlashableComponent
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private void Flash(IEntity entity, IEntity user, int flashDuration)
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{
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if (entity.TryGetComponent(out FlashableComponent flashable))
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if (entity.TryGetComponent<FlashableComponent>(out var flashable))
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{
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flashable.Flash(flashDuration / 1000d);
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}
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if (entity.TryGetComponent(out StunnableComponent stunnableComponent))
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if (entity.TryGetComponent<StunnableComponent>(out var stunnableComponent))
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{
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stunnableComponent.Slowdown(flashDuration / 1000f, _slowTo, _slowTo);
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}
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