Add a LOT more dakka (#1033)

* Start adding flashy flash

* Change slop

Might give a smoother decline

* flashy flash

* Add flashbang and flash projectiles

Bang bang bang pull my flash trigger

* Add collision check to area flash

* Flash cleanupo

* flash.ogg mixed to mono
* Adjusted flash curve again

* Enhancing flashes with unshaded and lights and shit

Still a WIP

* Add the other ballistic gun types

Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.

* Re-merging branch with master

Also fixed some visualizer bugs

* Last cleanup

Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects

* Cleanup flashes for merge

Can put flashbangs in lockers so you don't get blinded

Fix some bugs

* Fix shotties

Also removed some redundant code

* Bulldoze some legacycode

brrrrrrrrt

* Fix clientignore warnings

* Add the other Stunnable types to StunnableProjectile

* Some gun refactoring

* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud

* Stop ThrowController from throwing

* Fix speed loader visuals

* Update hitscan collision mask and fix typo

* Cleanup

* Fit hitscan and flashbang collisions
* Use the new flags support

* Update taser placeholder description

* Update protonames per style guide

* Add yaml flag support for gun firerates

* Cleanup crew

* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors

* Wrong int you dolt

* Fix AI conflicts

Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).

* Mix bang.ogg from stereo to mono

* Make sure serializer's reading for guns

Fixes integration test

* Change EntitySystem calls to use the static function

Also removed the Pumpbarrel commented-out code

* Change StunnableProjectile defaults to 0

* Fix taser paralyse

Apparently removing defaults means you have to specify the values, whodathunkit

* Add slowdown to stunnableprojectiles and fix tasers

* Remove FlagsFor from gun components

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
metalgearsloth
2020-06-22 05:47:15 +10:00
committed by GitHub
parent ac19ad7eac
commit 95995b6232
1977 changed files with 13600 additions and 11229 deletions

View File

@@ -1,13 +1,5 @@
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
using Content.Server.AI.Utility.ExpandableActions.Combat;
using Content.Server.AI.Utility.ExpandableActions.Combat.Melee;
using Content.Server.AI.Utility.ExpandableActions.Combat.Ranged;
using Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Ballistic;
using Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
@@ -18,17 +10,9 @@ namespace Content.Server.AI.Utility.BehaviorSets
{
Actions = new IAiUtility[]
{
new PickUpRangedExp(),
// TODO: Reload Ballistic
new DropEmptyBallisticExp(),
// TODO: Ideally long-term we should just store the weapons in backpack
new DropEmptyHitscanExp(),
new EquipMeleeExp(),
new EquipBallisticExp(),
new EquipHitscanExp(),
new PickUpHitscanFromChargersExp(),
new ChargeEquippedHitscanExp(),
new RangedAttackNearbySpeciesExp(),
new PickUpMeleeWeaponExp(),
new MeleeAttackNearbySpeciesExp(),
};