Polish explosions somewhat.
Just makes them less ugly. Slightly.
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@@ -1,6 +1,7 @@
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects.EntitySystemMessages;
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@@ -15,6 +16,7 @@ using Robust.Shared.Serialization;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects;
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using Content.Shared.Maps;
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using Robust.Server.Interfaces.Player;
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namespace Content.Server.GameObjects.Components.Explosive
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{
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@@ -118,7 +120,8 @@ namespace Content.Server.GameObjects.Components.Explosive
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var time = IoCManager.Resolve<IGameTiming>().CurTime;
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var message = new EffectSystemMessage
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{
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EffectSprite = "Effects/explosion.png",
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EffectSprite = "Effects/explosion.rsi",
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RsiState = "explosionfast",
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Born = time,
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DeathTime = time + TimeSpan.FromSeconds(5),
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Size = new Vector2(FlashRange / 2, FlashRange / 2),
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@@ -131,6 +134,32 @@ namespace Content.Server.GameObjects.Components.Explosive
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};
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_entitySystemManager.GetEntitySystem<EffectSystem>().CreateParticle(message);
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_entitySystemManager.GetEntitySystem<AudioSystem>().Play("/Audio/effects/explosion.ogg", Owner);
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// Knock back cameras of all players in the area.
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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var selfPos = Owner.Transform.WorldPosition;
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foreach (var player in playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null
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|| player.AttachedEntity.Transform.MapID != mapGrid.ParentMapId
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|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent recoil))
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{
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continue;
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}
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var playerPos = player.AttachedEntity.Transform.WorldPosition;
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var delta = selfPos - playerPos;
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var distance = delta.LengthSquared;
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var effect = 1 / (1 + 0.2f * distance);
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if (effect > 0.01f)
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{
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var kick = -delta.Normalized * effect;
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recoil.Kick(kick);
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}
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}
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return true;
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}
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