Add conditional camera offset based on cursor - Hristov Rework, Part 1 (#31626)
This commit is contained in:
@@ -0,0 +1,19 @@
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using System.Numerics;
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using Content.Client.Movement.Systems;
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using Content.Shared.Movement.Components;
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namespace Content.Client.Movement.Components;
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[RegisterComponent]
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public sealed partial class EyeCursorOffsetComponent : SharedEyeCursorOffsetComponent
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{
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/// <summary>
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/// The location the offset will attempt to pan towards; based on the cursor's position in the game window.
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/// </summary>
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public Vector2 TargetPosition = Vector2.Zero;
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/// <summary>
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/// The current positional offset being applied. Used to enable gradual panning.
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/// </summary>
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public Vector2 CurrentPosition = Vector2.Zero;
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}
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@@ -1,6 +1,7 @@
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using System.Numerics;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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namespace Content.Client.Movement.Systems;
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@@ -52,4 +53,14 @@ public sealed class ContentEyeSystem : SharedContentEyeSystem
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{
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RaisePredictiveEvent(new RequestEyeEvent(drawFov, drawLight));
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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var eyeEntities = AllEntityQuery<ContentEyeComponent, EyeComponent>();
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while (eyeEntities.MoveNext(out var entity, out ContentEyeComponent? contentComponent, out EyeComponent? eyeComponent))
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{
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UpdateEyeOffset((entity, eyeComponent));
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}
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}
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}
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91
Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs
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91
Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs
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@@ -0,0 +1,91 @@
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using System.Numerics;
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using Content.Client.Movement.Components;
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using Content.Shared.Camera;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Shared.Map;
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using Robust.Client.Player;
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namespace Content.Client.Movement.Systems;
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public partial class EyeCursorOffsetSystem : EntitySystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedContentEyeSystem _contentEye = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IClyde _clyde = default!;
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// This value is here to make sure the user doesn't have to move their mouse
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// all the way out to the edge of the screen to get the full offset.
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static private float _edgeOffset = 0.9f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EyeCursorOffsetComponent, GetEyeOffsetEvent>(OnGetEyeOffsetEvent);
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}
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private void OnGetEyeOffsetEvent(EntityUid uid, EyeCursorOffsetComponent component, ref GetEyeOffsetEvent args)
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{
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var offset = OffsetAfterMouse(uid, component);
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if (offset == null)
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return;
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args.Offset += offset.Value;
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}
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public Vector2? OffsetAfterMouse(EntityUid uid, EyeCursorOffsetComponent? component)
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{
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var localPlayer = _player.LocalPlayer?.ControlledEntity;
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var mousePos = _inputManager.MouseScreenPosition;
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var screenSize = _clyde.MainWindow.Size;
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var minValue = MathF.Min(screenSize.X / 2, screenSize.Y / 2) * _edgeOffset;
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var mouseNormalizedPos = new Vector2(-(mousePos.X - screenSize.X / 2) / minValue, (mousePos.Y - screenSize.Y / 2) / minValue); // X needs to be inverted here for some reason, otherwise it ends up flipped.
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if (localPlayer == null)
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return null;
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var playerPos = _transform.GetWorldPosition(localPlayer.Value);
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if (component == null)
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{
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component = EnsureComp<EyeCursorOffsetComponent>(uid);
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}
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// Doesn't move the offset if the mouse has left the game window!
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if (mousePos.Window != WindowId.Invalid)
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{
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// The offset must account for the in-world rotation.
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var eyeRotation = _eyeManager.CurrentEye.Rotation;
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var mouseActualRelativePos = Vector2.Transform(mouseNormalizedPos, System.Numerics.Quaternion.CreateFromAxisAngle(-System.Numerics.Vector3.UnitZ, (float)(eyeRotation.Opposite().Theta))); // I don't know, it just works.
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// Caps the offset into a circle around the player.
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mouseActualRelativePos *= component.MaxOffset;
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if (mouseActualRelativePos.Length() > component.MaxOffset)
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{
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mouseActualRelativePos = mouseActualRelativePos.Normalized() * component.MaxOffset;
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}
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component.TargetPosition = mouseActualRelativePos;
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//Makes the view not jump immediately when moving the cursor fast.
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if (component.CurrentPosition != component.TargetPosition)
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{
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Vector2 vectorOffset = component.TargetPosition - component.CurrentPosition;
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if (vectorOffset.Length() > component.OffsetSpeed)
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{
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vectorOffset = vectorOffset.Normalized() * component.OffsetSpeed;
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}
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component.CurrentPosition += vectorOffset;
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}
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}
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return component.CurrentPosition;
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}
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}
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49
Content.Client/Wieldable/WieldableSystem.cs
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49
Content.Client/Wieldable/WieldableSystem.cs
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@@ -0,0 +1,49 @@
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using System.Numerics;
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using Content.Client.Movement.Components;
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using Content.Client.Movement.Systems;
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using Content.Shared.Camera;
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using Content.Shared.Hands;
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using Content.Shared.Movement.Components;
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using Content.Shared.Wieldable;
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using Content.Shared.Wieldable.Components;
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using Robust.Client.Timing;
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namespace Content.Client.Wieldable;
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public sealed class WieldableSystem : SharedWieldableSystem
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{
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[Dependency] private readonly EyeCursorOffsetSystem _eyeOffset = default!;
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[Dependency] private readonly IClientGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, ItemUnwieldedEvent>(OnEyeOffsetUnwielded);
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SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, HeldRelayedEvent<GetEyeOffsetRelayedEvent>>(OnGetEyeOffset);
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}
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public void OnEyeOffsetUnwielded(Entity<CursorOffsetRequiresWieldComponent> entity, ref ItemUnwieldedEvent args)
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{
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if (!TryComp(entity.Owner, out EyeCursorOffsetComponent? cursorOffsetComp))
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return;
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if (_gameTiming.IsFirstTimePredicted)
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cursorOffsetComp.CurrentPosition = Vector2.Zero;
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}
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public void OnGetEyeOffset(Entity<CursorOffsetRequiresWieldComponent> entity, ref HeldRelayedEvent<GetEyeOffsetRelayedEvent> args)
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{
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if (!TryComp(entity.Owner, out WieldableComponent? wieldableComp))
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return;
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if (!wieldableComp.Wielded)
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return;
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var offset = _eyeOffset.OffsetAfterMouse(entity.Owner, null);
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if (offset == null)
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return;
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args.Args.Offset += offset.Value;
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}
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}
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@@ -0,0 +1,12 @@
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using System.Numerics;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Server.Movement.Components;
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[RegisterComponent]
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public sealed partial class EyeCursorOffsetComponent : SharedEyeCursorOffsetComponent
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{
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}
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45
Content.Server/Wieldable/WieldableSystem.cs
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45
Content.Server/Wieldable/WieldableSystem.cs
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@@ -0,0 +1,45 @@
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using Content.Server.Movement.Components;
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using Content.Server.Movement.Systems;
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using Content.Shared.Camera;
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using Content.Shared.Hands;
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using Content.Shared.Movement.Components;
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using Content.Shared.Wieldable;
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using Content.Shared.Wieldable.Components;
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namespace Content.Server.Wieldable;
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public sealed class WieldableSystem : SharedWieldableSystem
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{
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[Dependency] private readonly ContentEyeSystem _eye = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, ItemUnwieldedEvent>(OnEyeOffsetUnwielded);
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SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, ItemWieldedEvent>(OnEyeOffsetWielded);
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SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, HeldRelayedEvent<GetEyePvsScaleRelayedEvent>>(OnGetEyePvsScale);
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}
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private void OnEyeOffsetUnwielded(Entity<CursorOffsetRequiresWieldComponent> entity, ref ItemUnwieldedEvent args)
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{
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_eye.UpdatePvsScale(args.User);
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}
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private void OnEyeOffsetWielded(Entity<CursorOffsetRequiresWieldComponent> entity, ref ItemWieldedEvent args)
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{
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_eye.UpdatePvsScale(args.User);
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}
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private void OnGetEyePvsScale(Entity<CursorOffsetRequiresWieldComponent> entity,
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ref HeldRelayedEvent<GetEyePvsScaleRelayedEvent> args)
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{
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if (!TryComp(entity, out EyeCursorOffsetComponent? eyeCursorOffset) || !TryComp(entity.Owner, out WieldableComponent? wieldableComp))
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return;
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if (!wieldableComp.Wielded)
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return;
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args.Args.Scale += eyeCursorOffset.PvsIncrease;
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}
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}
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@@ -1,4 +1,5 @@
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using System.Numerics;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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namespace Content.Shared.Camera;
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@@ -17,3 +18,15 @@ namespace Content.Shared.Camera;
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/// </remarks>
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[ByRefEvent]
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public record struct GetEyeOffsetEvent(Vector2 Offset);
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/// <summary>
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/// Raised on any equipped and in-hand items that may modify the eye offset.
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/// Pockets and suitstorage are excluded.
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/// </summary>
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[ByRefEvent]
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public sealed class GetEyeOffsetRelayedEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = ~(SlotFlags.POCKET & SlotFlags.SUITSTORAGE);
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public Vector2 Offset;
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}
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33
Content.Shared/Camera/GetEyePvsScaleEvent.cs
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33
Content.Shared/Camera/GetEyePvsScaleEvent.cs
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@@ -0,0 +1,33 @@
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using System.Numerics;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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namespace Content.Shared.Camera;
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/// <summary>
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/// Raised directed by-ref when <see cref="SharedContentEyeSystem.UpdatePvsScale"/> is called.
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/// Should be subscribed to by any systems that want to modify an entity's eye PVS scale,
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/// so that they do not override each other. Keep in mind that this should be done serverside;
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/// the client may set a new PVS scale, but the server won't provide the data if it isn't done on the server.
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/// </summary>
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/// <param name="Scale">
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/// The total scale to apply.
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/// </param>
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/// <remarks>
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/// Note that in most cases <see cref="Scale"/> should be incremented or decremented by subscribers, not set.
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/// Otherwise, any offsets applied by previous subscribing systems will be overridden.
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/// </remarks>
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[ByRefEvent]
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public record struct GetEyePvsScaleEvent(float Scale);
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/// <summary>
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/// Raised on any equipped and in-hand items that may modify the eye offset.
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/// Pockets and suitstorage are excluded.
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/// </summary>
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[ByRefEvent]
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public sealed class GetEyePvsScaleRelayedEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = ~(SlotFlags.POCKET & SlotFlags.SUITSTORAGE);
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public float Scale;
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}
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@@ -1,4 +1,6 @@
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using System.Numerics;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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@@ -28,7 +30,7 @@ public abstract class SharedCameraRecoilSystem : EntitySystem
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/// </summary>
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protected const float KickMagnitudeMax = 1f;
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[Dependency] private readonly SharedEyeSystem _eye = default!;
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[Dependency] private readonly SharedContentEyeSystem _eye = default!;
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[Dependency] private readonly INetManager _net = default!;
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public override void Initialize()
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@@ -81,9 +83,7 @@ public abstract class SharedCameraRecoilSystem : EntitySystem
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continue;
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recoil.LastKick = recoil.CurrentKick;
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var ev = new GetEyeOffsetEvent();
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RaiseLocalEvent(uid, ref ev);
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_eye.SetOffset(uid, ev.Offset, eye);
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_eye.UpdateEyeOffset((uid, eye));
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}
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}
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@@ -1,3 +1,4 @@
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using Content.Shared.Camera;
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using Content.Shared.Hands.Components;
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using Content.Shared.Movement.Systems;
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@@ -7,6 +8,8 @@ public abstract partial class SharedHandsSystem
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{
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private void InitializeRelay()
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{
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SubscribeLocalEvent<HandsComponent, GetEyeOffsetRelayedEvent>(RelayEvent);
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SubscribeLocalEvent<HandsComponent, GetEyePvsScaleRelayedEvent>(RelayEvent);
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SubscribeLocalEvent<HandsComponent, RefreshMovementSpeedModifiersEvent>(RelayEvent);
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}
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@@ -0,0 +1,13 @@
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using Content.Shared.Wieldable;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Indicates that this item requires wielding for the cursor offset effect to be active.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem))]
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public sealed partial class CursorOffsetRequiresWieldComponent : Component
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{
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}
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@@ -0,0 +1,32 @@
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using System.Numerics;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Displaces SS14 eye data when given to an entity.
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/// </summary>
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[ComponentProtoName("EyeCursorOffset"), NetworkedComponent]
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public abstract partial class SharedEyeCursorOffsetComponent : Component
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{
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/// <summary>
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/// The amount the view will be displaced when the cursor is positioned at/beyond the max offset distance.
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/// Measured in tiles.
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/// </summary>
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[DataField]
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public float MaxOffset = 3f;
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/// <summary>
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/// The speed which the camera adjusts to new positions. 0.5f seems like a good value, but can be changed if you want very slow/instant adjustments.
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/// </summary>
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[DataField]
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public float OffsetSpeed = 0.5f;
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/// <summary>
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/// The amount the PVS should increase to account for the max offset.
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/// Should be 1/10 of MaxOffset most of the time.
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/// </summary>
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[DataField]
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public float PvsIncrease = 0.3f;
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}
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@@ -140,11 +140,29 @@ public abstract class SharedContentEyeSystem : EntitySystem
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Dirty(uid, component);
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}
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public void UpdateEyeOffset(Entity<EyeComponent?> eye)
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public void UpdateEyeOffset(Entity<EyeComponent> eye)
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{
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var ev = new GetEyeOffsetEvent();
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RaiseLocalEvent(eye, ref ev);
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_eye.SetOffset(eye, ev.Offset, eye);
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var evRelayed = new GetEyeOffsetRelayedEvent();
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RaiseLocalEvent(eye, ref evRelayed);
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_eye.SetOffset(eye, ev.Offset + evRelayed.Offset, eye);
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}
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public void UpdatePvsScale(EntityUid uid, ContentEyeComponent? contentEye = null, EyeComponent? eye = null)
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{
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if (!Resolve(uid, ref contentEye) || !Resolve(uid, ref eye))
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return;
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var ev = new GetEyePvsScaleEvent();
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RaiseLocalEvent(uid, ref ev);
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var evRelayed = new GetEyePvsScaleRelayedEvent();
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RaiseLocalEvent(uid, ref evRelayed);
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_eye.SetPvsScale((uid, eye), 1 + ev.Scale + evRelayed.Scale);
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}
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/// <summary>
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@@ -6,7 +6,7 @@ namespace Content.Shared.Weapons.Melee.Components;
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/// <summary>
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/// Indicates that this meleeweapon requires wielding to be useable.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem))]
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem))]
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public sealed partial class MeleeRequiresWieldComponent : Component
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{
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@@ -7,7 +7,7 @@ namespace Content.Shared.Weapons.Ranged.Components;
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/// Indicates that this gun requires wielding to be useable.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(WieldableSystem))]
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[Access(typeof(SharedWieldableSystem))]
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public sealed partial class GunRequiresWieldComponent : Component
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{
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[DataField, AutoNetworkedField]
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@@ -6,7 +6,7 @@ namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Applies an accuracy bonus upon wielding.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(WieldableSystem))]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedWieldableSystem))]
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public sealed partial class GunWieldBonusComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("minAngle"), AutoNetworkedField]
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@@ -2,7 +2,7 @@ using Content.Shared.Damage;
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namespace Content.Shared.Wieldable.Components;
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[RegisterComponent, Access(typeof(WieldableSystem))]
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[RegisterComponent, Access(typeof(SharedWieldableSystem))]
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public sealed partial class IncreaseDamageOnWieldComponent : Component
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{
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[DataField("damage", required: true)]
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@@ -7,7 +7,7 @@ namespace Content.Shared.Wieldable.Components;
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/// <summary>
|
||||
/// Used for objects that can be wielded in two or more hands,
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem)), AutoGenerateComponentState]
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem)), AutoGenerateComponentState]
|
||||
public sealed partial class WieldableComponent : Component
|
||||
{
|
||||
[DataField("wieldSound")]
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Linq;
|
||||
using Content.Shared.Camera;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Hands.Components;
|
||||
@@ -7,6 +8,7 @@ using Content.Shared.IdentityManagement;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Inventory.VirtualItem;
|
||||
using Content.Shared.Item;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Timing;
|
||||
using Content.Shared.Verbs;
|
||||
@@ -23,7 +25,7 @@ using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Wieldable;
|
||||
|
||||
public sealed class WieldableSystem : EntitySystem
|
||||
public abstract class SharedWieldableSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly INetManager _netManager = default!;
|
||||
@@ -63,6 +63,10 @@
|
||||
- CartridgeAntiMateriel
|
||||
capacity: 5
|
||||
proto: CartridgeAntiMateriel
|
||||
- type: CursorOffsetRequiresWield
|
||||
- type: EyeCursorOffset
|
||||
maxOffset: 3
|
||||
pvsIncrease: 0.3
|
||||
|
||||
- type: entity
|
||||
name: musket
|
||||
|
||||
Reference in New Issue
Block a user