Hot Fix of Gravity Grenades (#19414)
* Supermatter grenade fix * taking out the trash * Removing debug Console.Log() in twostage * More fixes * Better to put LoadComponents on Update, else it will modify list of other untriggered components
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@@ -19,12 +19,15 @@ public sealed partial class TwoStageTriggerComponent : Component
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/// <summary>
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/// This list of components that will be added for the second trigger.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("components", required: true)]
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public ComponentRegistry SecondStageComponents = new();
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[DataField("nextTriggerTime", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan? NextTriggerTime;
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[ViewVariables(VVAccess.ReadWrite), DataField("triggered")] public bool Triggered = false;
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[DataField("triggered")]
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public bool Triggered = false;
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[DataField("ComponentsIsLoaded")]
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public bool ComponentsIsLoaded = false;
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}
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@@ -107,7 +107,7 @@ namespace Content.Server.Explosion.EntitySystems
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_transformSystem.AnchorEntity(uid, xform);
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if(component.RemoveOnTrigger)
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if (component.RemoveOnTrigger)
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RemCompDeferred<AnchorOnTriggerComponent>(uid);
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}
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@@ -33,7 +33,7 @@ public sealed class TwoStageTriggerSystem : EntitySystem
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component.NextTriggerTime = _timing.CurTime + component.TriggerDelay;
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}
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public void LoadComponents(EntityUid uid, TwoStageTriggerComponent component)
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private void LoadComponents(EntityUid uid, TwoStageTriggerComponent component)
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{
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foreach (var (name, entry) in component.SecondStageComponents)
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{
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@@ -47,6 +47,7 @@ public sealed class TwoStageTriggerSystem : EntitySystem
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_serializationManager.CopyTo(entry.Component, ref temp);
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EntityManager.AddComponent(uid, comp);
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}
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component.ComponentsIsLoaded = true;
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}
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public override void Update(float frameTime)
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@@ -54,17 +55,18 @@ public sealed class TwoStageTriggerSystem : EntitySystem
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base.Update(frameTime);
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var enumerator = EntityQueryEnumerator<TwoStageTriggerComponent>();
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while (enumerator.MoveNext(out var uid, out var component))
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{
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if (component.NextTriggerTime == null)
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if (!component.Triggered)
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continue;
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if (!component.ComponentsIsLoaded)
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LoadComponents(uid, component);
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if (_timing.CurTime < component.NextTriggerTime)
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continue;
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component.NextTriggerTime = null;
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LoadComponents(uid, component);
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_triggerSystem.Trigger(uid);
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}
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}
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@@ -148,7 +148,7 @@
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- type: AnchorOnTrigger
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removeOnTrigger: true
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- type: TwoStageTrigger
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triggerDelay: 10
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triggerDelay: 10.45
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components:
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- type: AmbientSound
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enabled: true
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@@ -194,15 +194,15 @@
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sound:
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path: /Audio/Effects/Grenades/Supermatter/whitehole_start.ogg
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volume: 5
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- type: TwoStageTrigger
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triggerDelay: 11.14
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components:
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- type: AmbientSound
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enabled: false
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enabled: true
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volume: -5
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range: 14
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sound:
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path: /Audio/Effects/Grenades/Supermatter/whitehole_loop.ogg
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- type: TwoStageTrigger
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triggerDelay: 10
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components:
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- type: GravityWell
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maxRange: 10
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baseRadialAcceleration: -180
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@@ -222,10 +222,9 @@
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sound:
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path: /Audio/Effects/Grenades/Supermatter/supermatter_end.ogg
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params:
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volume: 5
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volume: 15
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- type: DeleteOnTrigger
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- type: entity
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name: the nuclear option
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description: Please don't throw it, think of the children.
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