Add pointlight to flashbangs (#15785)
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11
Content.Client/Light/Components/LightFadeComponent.cs
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11
Content.Client/Light/Components/LightFadeComponent.cs
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namespace Content.Client.Light.Components;
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/// <summary>
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/// Fades out the <see cref="SharedPointLightComponent"/> attached to this entity.
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/// </summary>
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[RegisterComponent]
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public sealed class LightFadeComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("duration")]
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public float Duration = 0.5f;
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}
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46
Content.Client/Light/EntitySystems/LightFadeSystem.cs
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46
Content.Client/Light/EntitySystems/LightFadeSystem.cs
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using Content.Client.Light.Components;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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namespace Content.Client.Light.EntitySystems;
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public sealed class LightFadeSystem : EntitySystem
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{
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[Dependency] private readonly AnimationPlayerSystem _player = default!;
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private const string FadeTrack = "light-fade";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightFadeComponent, ComponentStartup>(OnFadeStartup);
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}
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private void OnFadeStartup(EntityUid uid, LightFadeComponent component, ComponentStartup args)
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{
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if (!TryComp<PointLightComponent>(uid, out var light))
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return;
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var animation = new Animation()
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{
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Length = TimeSpan.FromSeconds(component.Duration),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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Property = nameof(PointLightComponent.Energy),
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Cubic,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(light.Energy, 0f),
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new AnimationTrackProperty.KeyFrame(0f, component.Duration)
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}
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}
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}
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};
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_player.Play(uid, animation, FadeTrack);
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}
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}
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@@ -20,6 +20,7 @@ namespace Content.Server.Entry
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"UIFragment",
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"UIFragment",
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"PDABorderColor",
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"PDABorderColor",
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"InventorySlots",
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"InventorySlots",
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"LightFade",
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};
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};
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}
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}
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}
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}
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@@ -0,0 +1,12 @@
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using Content.Server.Explosion.EntitySystems;
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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.Server.Explosion.Components;
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[RegisterComponent, Access(typeof(TriggerSystem))]
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public sealed class SpawnOnTriggerComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("proto", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Proto = string.Empty;
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}
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@@ -70,12 +70,25 @@ namespace Content.Server.Explosion.EntitySystems
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SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredEvent>(OnStepTriggered);
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SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredEvent>(OnStepTriggered);
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SubscribeLocalEvent<TriggerOnSlipComponent, SlipEvent>(OnSlipTriggered);
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SubscribeLocalEvent<TriggerOnSlipComponent, SlipEvent>(OnSlipTriggered);
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SubscribeLocalEvent<SpawnOnTriggerComponent, TriggerEvent>(OnSpawnTrigger);
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SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
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SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
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SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
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SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
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SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger);
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SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger);
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SubscribeLocalEvent<GibOnTriggerComponent, TriggerEvent>(HandleGibTrigger);
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SubscribeLocalEvent<GibOnTriggerComponent, TriggerEvent>(HandleGibTrigger);
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}
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}
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private void OnSpawnTrigger(EntityUid uid, SpawnOnTriggerComponent component, TriggerEvent args)
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{
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var xform = Transform(uid);
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var coords = xform.Coordinates;
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if (!coords.IsValid(EntityManager))
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return;
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Spawn(component.Proto, coords);
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}
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private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args)
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private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args)
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{
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{
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_explosions.TriggerExplosive(uid, user: args.User);
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_explosions.TriggerExplosive(uid, user: args.User);
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@@ -60,12 +60,28 @@
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sound:
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sound:
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path: "/Audio/Effects/flash_bang.ogg"
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path: "/Audio/Effects/flash_bang.ogg"
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- type: DeleteOnTrigger
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- type: DeleteOnTrigger
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- type: SpawnOnTrigger
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proto: GrenadeFlashEffect
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- type: Appearance
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- type: Appearance
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visuals:
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visuals:
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- type: TimerTriggerVisualizer
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- type: TimerTriggerVisualizer
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countdown_sound:
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countdown_sound:
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path: /Audio/Effects/countdown.ogg
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path: /Audio/Effects/countdown.ogg
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- type: entity
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id: GrenadeFlashEffect
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noSpawn: true
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components:
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- type: PointLight
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enabled: true
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netsync: false
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radius: 5
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energy: 8
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- type: LightFade
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duration: 0.5
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- type: TimedDespawn
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lifetime: 0.5
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- type: entity
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- type: entity
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name: Syndicate minibomb
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name: Syndicate minibomb
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description: A precision sabotage explosive for quickly destroying a machine, dead body, or whatever else needs to go.
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description: A precision sabotage explosive for quickly destroying a machine, dead body, or whatever else needs to go.
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