Add basic meteor swarm (#4420)
* Add basic meteor swarm * Map fixes * Dependency cache * Fix projectile crash * Last of the reviews
This commit is contained in:
@@ -26,7 +26,7 @@ namespace Content.Server.Projectiles.Components
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public bool DeleteOnCollide { get; } = true;
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public bool DeleteOnCollide { get; } = true;
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// Get that juicy FPS hit sound
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// Get that juicy FPS hit sound
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[DataField("soundHit", required: true)] public SoundSpecifier SoundHit = default!;
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[DataField("soundHit", required: true)] public SoundSpecifier? SoundHit = default!;
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[DataField("soundHitSpecies")] public SoundSpecifier? SoundHitSpecies = null;
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[DataField("soundHitSpecies")] public SoundSpecifier? SoundHitSpecies = null;
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public bool DamagedEntity;
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public bool DamagedEntity;
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@@ -39,7 +39,10 @@ namespace Content.Server.Projectiles
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}
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}
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else
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else
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{
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{
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SoundSystem.Play(playerFilter, component.SoundHit.GetSound(), coordinates);
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var soundHit = component.SoundHit?.GetSound();
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if (!string.IsNullOrEmpty(soundHit))
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SoundSystem.Play(playerFilter, soundHit, coordinates);
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}
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}
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if (!otherEntity.Deleted && otherEntity.TryGetComponent(out IDamageableComponent? damage))
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if (!otherEntity.Deleted && otherEntity.TryGetComponent(out IDamageableComponent? damage))
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127
Content.Server/StationEvents/Events/MeteorSwarm.cs
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127
Content.Server/StationEvents/Events/MeteorSwarm.cs
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@@ -0,0 +1,127 @@
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using System;
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using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.Projectiles.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.StationEvents.Events
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{
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public sealed class MeteorSwarm : StationEvent
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{
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[Dependency] private readonly IComponentManager _compManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override string Name => "MeteorSwarm";
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public override int EarliestStart => 30;
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public override float Weight => WeightLow;
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public override int? MaxOccurrences => 2;
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public override int MinimumPlayers => 20;
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public override string StartAnnouncement => "Meteors are on a collision course with the station. Brace for impact.";
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protected override string EndAnnouncement => "The meteor swarm has passed. Please return to your stations.";
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public override string? StartAudio => "/Audio/Announcements/bloblarm.ogg";
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protected override float StartAfter => 30f;
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protected override float EndAfter => float.MaxValue;
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private float _cooldown;
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/// <summary>
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/// We'll send a specific amount of waves of meteors towards the station per ending rather than using a timer.
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/// </summary>
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private int _waveCounter;
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private const int MinimumWaves = 3;
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private const int MaximumWaves = 8;
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private const float MinimumCooldown = 10f;
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private const float MaximumCooldown = 60f;
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private const int MeteorsPerWave = 5;
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private const float MeteorVelocity = 10f;
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private const float MaxAngularVelocity = 0.25f;
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private const float MinAngularVelocity = -0.25f;
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public override void Startup()
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{
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base.Startup();
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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_waveCounter = robustRandom.Next(MinimumWaves, MaximumWaves);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_waveCounter = 0;
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_cooldown = 0f;
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EndAfter = float.MaxValue;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!Started) return;
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if (_waveCounter <= 0)
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{
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EndAfter = float.MinValue;
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return;
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}
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_cooldown -= frameTime;
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if (_cooldown > 0f) return;
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_waveCounter--;
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_cooldown += (MaximumCooldown - MinimumCooldown) * _robustRandom.NextFloat() + MinimumCooldown;
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Box2? playableArea = null;
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var mapId = EntitySystem.Get<GameTicker>().DefaultMap;
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foreach (var grid in _mapManager.GetAllGrids())
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{
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if (grid.ParentMapId != mapId || !_compManager.TryGetComponent(grid.GridEntityId, out PhysicsComponent? gridBody)) continue;
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var aabb = gridBody.GetWorldAABB();
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playableArea = playableArea?.Union(aabb) ?? aabb;
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}
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if (playableArea == null)
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{
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EndAfter = float.MinValue;
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return;
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}
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var minimumDistance = (playableArea.Value.TopRight - playableArea.Value.Center).Length + 50f;
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var maximumDistance = minimumDistance + 100f;
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var center = playableArea.Value.Center;
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for (var i = 0; i < MeteorsPerWave; i++)
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{
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var angle = new Angle(_robustRandom.NextFloat() * MathF.Tau);
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var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * _robustRandom.NextFloat() + minimumDistance, 0));
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var spawnPosition = new MapCoordinates(center + offset, mapId);
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var meteor = _entityManager.SpawnEntity("MeteorLarge", spawnPosition);
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var physics = _compManager.GetComponent<PhysicsComponent>(meteor.Uid);
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physics.BodyStatus = BodyStatus.InAir;
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physics.ApplyLinearImpulse(-offset.Normalized * MeteorVelocity * physics.Mass);
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physics.ApplyAngularImpulse(
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// Get a random angular velocity.
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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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meteor.GetComponent<ProjectileComponent>().TimeLeft = 120f;
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}
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}
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}
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}
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@@ -175,6 +175,7 @@ namespace Content.Server.StationEvents
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if (type.IsAbstract) continue;
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if (type.IsAbstract) continue;
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var stationEvent = (StationEvent) typeFactory.CreateInstance(type);
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var stationEvent = (StationEvent) typeFactory.CreateInstance(type);
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IoCManager.InjectDependencies(stationEvent);
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_stationEvents.Add(stationEvent);
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_stationEvents.Add(stationEvent);
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}
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}
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@@ -0,0 +1,39 @@
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- type: entity
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id: MeteorLarge
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name: meteor
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abstract: true
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components:
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- type: Sprite
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noRot: false
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netsync: false
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sprite: Objects/Weapons/Guns/Projectiles/meteor.rsi
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scale: 4,4
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layers:
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- state: large
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shader: unshaded
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- type: ExplodeOnTrigger
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- type: DeleteOnTrigger
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- type: TriggerOnCollide
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- type: Projectile
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deleteOnCollide: false
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- type: Explosive
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devastationRange: 3
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heavyImpactRange: 5
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lightImpactRange: 7
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flashRange: 10
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- type: Physics
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bodyType: Dynamic
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fixedRotation: false
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fixtures:
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- shape:
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!type:PhysShapeCircle
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radius: 0.5
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mass: 200
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hard: true
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# Didn't use MapGrid for now as the bounds are stuffed.
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layer:
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- Impassable
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- SmallImpassable
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- VaultImpassable
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mask:
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- Impassable
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Binary file not shown.
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After Width: | Height: | Size: 317 B |
@@ -0,0 +1,15 @@
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{
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"version": 1,
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"license": "CC-BY-SA-3.0",
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"copyright": "Taken from cev-eris at https://github.com/discordia-space/CEV-Eris/raw/2acc4d34a894dbcc9dbf3779b696ddf296aa2c56/icons/obj/projectiles.dmi",
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"size": {
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"x": 32,
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"y": 32
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},
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"states": [
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{
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"name": "large"
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}
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]
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}
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Reference in New Issue
Block a user