Melee rebalancing (#17520)
This commit is contained in:
@@ -30,21 +30,22 @@ public sealed partial class MeleeWeaponSystem
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if (localPos == Vector2.Zero || animation == null)
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return;
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if (!TryComp<TransformComponent>(user, out var userXform) || userXform.MapID == MapId.Nullspace)
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if (!_xformQuery.TryGetComponent(user, out var userXform) || userXform.MapID == MapId.Nullspace)
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return;
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var animationUid = Spawn(animation, userXform.Coordinates);
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if (!TryComp<SpriteComponent>(animationUid, out var sprite)
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|| !TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
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{
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return;
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}
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sprite.NoRotation = true;
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sprite.Rotation = localPos.ToWorldAngle();
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var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
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var xformQuery = GetEntityQuery<TransformComponent>();
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var xform = xformQuery.GetComponent(animationUid);
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var xform = _xformQuery.GetComponent(animationUid);
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switch (arcComponent.Animation)
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{
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@@ -61,10 +62,10 @@ public sealed partial class MeleeWeaponSystem
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
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break;
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case WeaponArcAnimation.None:
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var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform, xformQuery);
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var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform);
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TransformSystem.AttachToGridOrMap(animationUid, xform);
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var worldPos = mapPos + (mapRot - userXform.LocalRotation).RotateVec(localPos);
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var newLocalPos = TransformSystem.GetInvWorldMatrix(xform.ParentUid, xformQuery).Transform(worldPos);
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var newLocalPos = TransformSystem.GetInvWorldMatrix(xform.ParentUid).Transform(worldPos);
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TransformSystem.SetLocalPositionNoLerp(xform, newLocalPos);
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
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@@ -26,29 +26,23 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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private EntityQuery<TransformComponent> _xformQuery;
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private const string MeleeLungeKey = "melee-lunge";
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public override void Initialize()
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{
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base.Initialize();
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_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
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_xformQuery = GetEntityQuery<TransformComponent>();
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SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
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UpdatesOutsidePrediction = true;
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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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_overlayManager.RemoveOverlay<MeleeWindupOverlay>();
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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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@@ -69,23 +63,27 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity))
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{
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weapon.Attacking = false;
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if (weapon.WindUpStart != null)
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{
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EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weaponUid));
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return;
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}
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var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
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var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.UseSecondary);
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if (useDown != BoundKeyState.Down && altDown != BoundKeyState.Down)
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{
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if (weapon.Attacking)
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{
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RaisePredictiveEvent(new StopAttackEvent(weaponUid));
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}
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}
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if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
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{
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return;
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}
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// TODO using targeted actions while combat mode is enabled should NOT trigger attacks.
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var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
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var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.UseSecondary);
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var currentTime = Timing.CurTime;
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// Heavy attack.
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if (altDown == BoundKeyState.Down)
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{
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// TODO: Need to make alt-fire melee its own component I guess?
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// Melee and guns share a lot in the middle but share virtually nothing at the start and end so
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// it's kinda tricky.
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@@ -96,18 +94,13 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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return;
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}
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// We did the click to end the attack but haven't pulled the key up.
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if (weapon.Attacking)
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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if (mousePos.MapId == MapId.Nullspace)
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{
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return;
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}
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// If it's an unarmed attack then do a disarm
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if (weapon.AltDisarm && weaponUid == entity)
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{
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EntityUid? target = null;
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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EntityCoordinates coordinates;
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if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
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@@ -119,6 +112,14 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
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}
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// Heavy attack.
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if (altDown == BoundKeyState.Down)
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{
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// If it's an unarmed attack then do a disarm
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if (weapon.AltDisarm && weaponUid == entity)
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{
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EntityUid? target = null;
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if (_stateManager.CurrentState is GameplayStateBase screen)
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{
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target = screen.GetClickedEntity(mousePos);
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@@ -128,52 +129,13 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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return;
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}
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// Otherwise do heavy attack.
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// Start a windup
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if (weapon.WindUpStart == null)
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{
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EntityManager.RaisePredictiveEvent(new StartHeavyAttackEvent(weaponUid));
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weapon.WindUpStart = currentTime;
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}
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// Try to do a heavy attack.
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if (useDown == BoundKeyState.Down)
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{
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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EntityCoordinates coordinates;
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// Bro why would I want a ternary here
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// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
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if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
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{
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coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
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}
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else
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{
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coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
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}
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ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
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}
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return;
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}
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if (weapon.WindUpStart != null)
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{
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EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weaponUid));
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}
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// Light attack
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if (useDown == BoundKeyState.Down)
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{
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if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
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{
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return;
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}
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var attackerPos = Transform(entity).MapPosition;
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if (mousePos.MapId != attackerPos.MapId ||
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@@ -182,34 +144,14 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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return;
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}
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EntityCoordinates coordinates;
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// Bro why would I want a ternary here
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// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
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if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
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{
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coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
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}
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else
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{
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coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
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}
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EntityUid? target = null;
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// TODO: UI Refactor update I assume
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if (_stateManager.CurrentState is GameplayStateBase screen)
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{
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target = screen.GetClickedEntity(mousePos);
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}
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RaisePredictiveEvent(new LightAttackEvent(target, weaponUid, coordinates));
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return;
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}
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if (weapon.Attacking)
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{
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RaisePredictiveEvent(new StopAttackEvent(weaponUid));
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}
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}
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@@ -263,7 +205,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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private void ClientHeavyAttack(EntityUid user, EntityCoordinates coordinates, EntityUid meleeUid, MeleeWeaponComponent component)
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{
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// Only run on first prediction to avoid the potential raycast entities changing.
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if (!TryComp<TransformComponent>(user, out var userXform) ||
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if (!_xformQuery.TryGetComponent(user, out var userXform) ||
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!Timing.IsFirstTimePredicted)
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{
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return;
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@@ -284,14 +226,6 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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RaisePredictiveEvent(new HeavyAttackEvent(meleeUid, entities.GetRange(0, Math.Min(MaxTargets, entities.Count)), coordinates));
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}
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protected override void Popup(string message, EntityUid? uid, EntityUid? user)
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{
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if (!Timing.IsFirstTimePredicted || uid == null)
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return;
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PopupSystem.PopupEntity(message, uid.Value);
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}
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private void OnMeleeLunge(MeleeLungeEvent ev)
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{
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// Entity might not have been sent by PVS.
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@@ -1,146 +0,0 @@
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using System.Numerics;
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using Content.Shared.Weapons.Melee;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Weapons.Melee;
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public sealed class MeleeWindupOverlay : Overlay
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{
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private readonly IEntityManager _entManager;
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private readonly IGameTiming _timing;
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private readonly IPlayerManager _player;
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private readonly SharedMeleeWeaponSystem _melee;
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private readonly SharedTransformSystem _transform;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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private readonly Texture _texture;
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private readonly ShaderInstance _shader;
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public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager playerManager, IPrototypeManager protoManager)
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{
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_entManager = entManager;
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_timing = timing;
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_player = playerManager;
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_melee = _entManager.EntitySysManager.GetEntitySystem<SharedMeleeWeaponSystem>();
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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var sprite = new SpriteSpecifier.Rsi(new ("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
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_texture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var owner = _player.LocalPlayer?.ControlledEntity;
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if (!_entManager.TryGetComponent<TransformComponent>(owner, out var ownerXform) ||
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ownerXform.MapID != args.MapId)
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{
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return;
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}
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if (!_melee.TryGetWeapon(owner.Value, out var meleeUid, out var comp))
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return;
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var handle = args.WorldHandle;
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var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
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var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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// If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
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const float scale = 1f;
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var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3.CreateRotation(-rotation);
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handle.UseShader(_shader);
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var currentTime = _timing.CurTime;
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if (comp.WindUpStart == null ||
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comp.Attacking)
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{
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return;
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}
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if (!xformQuery.TryGetComponent(meleeUid, out var xform) ||
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xform.MapID != args.MapId)
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{
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return;
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}
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var worldPosition = _transform.GetWorldPosition(xform);
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
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Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
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Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
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handle.SetTransform(matty);
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var offset = -_texture.Height / scale;
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// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
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// by the bar.
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float yOffset;
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if (spriteQuery.TryGetComponent(meleeUid, out var sprite))
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{
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yOffset = -sprite.Bounds.Height / 2f - 0.05f;
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}
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else
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{
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yOffset = -0.5f;
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}
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// Position above the entity (we've already applied the matrix transform to the entity itself)
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// Offset by the texture size for every do_after we have.
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var position = new Vector2(-_texture.Width / 2f / EyeManager.PixelsPerMeter,
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yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
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// Draw the underlying bar texture
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handle.DrawTexture(_texture, position);
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// Draw the items overlapping the texture
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const float startX = 2f;
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const float endX = 22f;
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// Area marking where to release
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var releaseWidth = 2f * SharedMeleeWeaponSystem.GracePeriod / (float) _melee.GetWindupTime(meleeUid, owner.Value, comp).TotalSeconds * EyeManager.PixelsPerMeter;
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const float releaseMiddle = (endX - startX) / 2f + startX;
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var releaseBox = new Box2(new Vector2(releaseMiddle - releaseWidth / 2f, 3f) / EyeManager.PixelsPerMeter,
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new Vector2(releaseMiddle + releaseWidth / 2f, 4f) / EyeManager.PixelsPerMeter);
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releaseBox = releaseBox.Translated(position);
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handle.DrawRect(releaseBox, Color.LimeGreen);
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// Wraps around back to 0
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var totalDuration = _melee.GetWindupTime(meleeUid, owner.Value, comp).TotalSeconds * 2;
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var elapsed = (currentTime - comp.WindUpStart.Value).TotalSeconds % (2 * totalDuration);
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var value = elapsed / totalDuration;
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if (value > 1)
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{
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value = 2 - value;
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}
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var fraction = (float) value;
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var xPos = (endX - startX) * fraction + startX;
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// In pixels
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const float width = 2f;
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// If we hit the end we won't draw half the box so we need to subtract the end pos from it
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var endPos = xPos + width / 2f;
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var box = new Box2(new Vector2(Math.Max(startX, endPos - width), 3f) / EyeManager.PixelsPerMeter,
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new Vector2(Math.Min(endX, endPos), 4f) / EyeManager.PixelsPerMeter);
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box = box.Translated(position);
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handle.DrawRect(box, Color.White);
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handle.UseShader(null);
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handle.SetTransform(Matrix3.Identity);
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}
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}
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@@ -104,18 +104,6 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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return true;
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}
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protected override void Popup(string message, EntityUid? uid, EntityUid? user)
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{
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if (uid == null)
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return;
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if (user == null)
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PopupSystem.PopupEntity(message, uid.Value);
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else
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PopupSystem.PopupEntity(message, uid.Value, Filter.PvsExcept(user.Value, entityManager: EntityManager), true);
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}
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protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
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{
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if (!base.DoDisarm(user, ev, meleeUid, component, session))
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@@ -36,12 +36,12 @@ public sealed class StaminaComponent : Component
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/// <summary>
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/// How much stamina damage is required to entire stam crit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("excess")]
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[ViewVariables(VVAccess.ReadWrite), DataField("critThreshold")]
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public float CritThreshold = 100f;
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/// <summary>
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/// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina.
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/// </summary>
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[DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
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[DataField("nextUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextUpdate = TimeSpan.Zero;
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}
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@@ -227,6 +227,23 @@ public sealed class StaminaSystem : EntitySystem
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_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
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}
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/// <summary>
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/// Tries to take stamina damage without raising the entity over the crit threshold.
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/// </summary>
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public bool TryTakeStamina(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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var oldStam = component.StaminaDamage;
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if (oldStam + value > component.CritThreshold || component.Critical)
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return false;
|
||||
|
||||
TakeStaminaDamage(uid, value, component, source, with);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false))
|
||||
|
||||
@@ -85,9 +85,3 @@ public record struct GetMeleeAttackRateEvent(EntityUid Weapon, float Rate, float
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct GetHeavyDamageModifierEvent(EntityUid Weapon, FixedPoint2 DamageModifier, float Multipliers, EntityUid User);
|
||||
|
||||
/// <summary>
|
||||
/// Raised on a melee weapon to calculate the heavy windup modifier.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct GetHeavyWindupModifierEvent(EntityUid Weapon, float WindupModifier, float Multipliers, EntityUid User);
|
||||
|
||||
@@ -1,14 +0,0 @@
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Weapons.Melee.Events;
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class StartHeavyAttackEvent : EntityEventArgs
|
||||
{
|
||||
public readonly EntityUid Weapon;
|
||||
|
||||
public StartHeavyAttackEvent(EntityUid weapon)
|
||||
{
|
||||
Weapon = weapon;
|
||||
}
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Weapons.Melee.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Raised by the client if it pre-emptively stops a heavy attack.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class StopHeavyAttackEvent : EntityEventArgs
|
||||
{
|
||||
public readonly EntityUid Weapon;
|
||||
|
||||
public StopHeavyAttackEvent(EntityUid weapon)
|
||||
{
|
||||
Weapon = weapon;
|
||||
}
|
||||
}
|
||||
@@ -61,25 +61,6 @@ public sealed class MeleeWeaponComponent : Component
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public bool Attacking = false;
|
||||
|
||||
/// <summary>
|
||||
/// When did we start a heavy attack.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("windUpStart")]
|
||||
public TimeSpan? WindUpStart;
|
||||
|
||||
/// <summary>
|
||||
/// Heavy attack windup time gets multiplied by this value and the light attack cooldown.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("heavyWindupModifier")]
|
||||
public float HeavyWindupModifier = 1.5f;
|
||||
|
||||
/// <summary>
|
||||
/// Light attacks get multiplied by this over the base <see cref="Damage"/> value.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
|
||||
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(2);
|
||||
|
||||
/// <summary>
|
||||
/// Base damage for this weapon. Can be modified via heavy damage or other means.
|
||||
/// </summary>
|
||||
@@ -87,9 +68,20 @@ public sealed class MeleeWeaponComponent : Component
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public DamageSpecifier Damage = default!;
|
||||
|
||||
[DataField("bluntStaminaDamageFactor")]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public FixedPoint2 BluntStaminaDamageFactor { get; set; } = 0.5f;
|
||||
[DataField("bluntStaminaDamageFactor")] [ViewVariables(VVAccess.ReadWrite)]
|
||||
public FixedPoint2 BluntStaminaDamageFactor = FixedPoint2.New(0.5f);
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies damage by this amount for wide attacks.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
|
||||
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(1.25);
|
||||
|
||||
/// <summary>
|
||||
/// How much stamina it costs for a heavy attack.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("heavyStaminaCost")]
|
||||
public float HeavyStaminaCost = 15f;
|
||||
|
||||
// TODO: Temporarily 1.5 until interactionoutline is adjusted to use melee, then probably drop to 1.2
|
||||
/// <summary>
|
||||
@@ -155,18 +147,16 @@ public sealed class MeleeWeaponComponentState : ComponentState
|
||||
public float AttackRate;
|
||||
public bool Attacking;
|
||||
public TimeSpan NextAttack;
|
||||
public TimeSpan? WindUpStart;
|
||||
|
||||
public string ClickAnimation;
|
||||
public string WideAnimation;
|
||||
public float Range;
|
||||
|
||||
public MeleeWeaponComponentState(float attackRate, bool attacking, TimeSpan nextAttack, TimeSpan? windupStart, string clickAnimation, string wideAnimation, float range)
|
||||
public MeleeWeaponComponentState(float attackRate, bool attacking, TimeSpan nextAttack, string clickAnimation, string wideAnimation, float range)
|
||||
{
|
||||
AttackRate = attackRate;
|
||||
Attacking = attacking;
|
||||
NextAttack = nextAttack;
|
||||
WindUpStart = windupStart;
|
||||
ClickAnimation = clickAnimation;
|
||||
WideAnimation = wideAnimation;
|
||||
Range = range;
|
||||
|
||||
@@ -27,7 +27,6 @@ using Robust.Shared.Physics.Systems;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Shared.Weapons.Melee;
|
||||
|
||||
@@ -48,8 +47,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
|
||||
[Dependency] private readonly StaminaSystem _stamina = default!;
|
||||
|
||||
protected ISawmill Sawmill = default!;
|
||||
|
||||
public const float DamagePitchVariation = 0.05f;
|
||||
private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
|
||||
|
||||
@@ -66,24 +63,19 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
Sawmill = Logger.GetSawmill("melee");
|
||||
|
||||
SubscribeLocalEvent<MeleeWeaponComponent, EntityUnpausedEvent>(OnMeleeUnpaused);
|
||||
SubscribeLocalEvent<MeleeWeaponComponent, ComponentGetState>(OnGetState);
|
||||
SubscribeLocalEvent<MeleeWeaponComponent, ComponentHandleState>(OnHandleState);
|
||||
SubscribeLocalEvent<MeleeWeaponComponent, HandDeselectedEvent>(OnMeleeDropped);
|
||||
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
|
||||
SubscribeLocalEvent<MeleeWeaponComponent, ShotAttemptedEvent>(OnMeleeShotAttempted);
|
||||
SubscribeLocalEvent<MeleeWeaponComponent, GunShotEvent>(OnMeleeShot);
|
||||
SubscribeLocalEvent<BonusMeleeDamageComponent, GetMeleeDamageEvent>(OnGetBonusMeleeDamage);
|
||||
SubscribeLocalEvent<BonusMeleeDamageComponent, GetHeavyDamageModifierEvent>(OnGetBonusHeavyDamageModifier);
|
||||
SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetMeleeAttackRateEvent>(OnGetBonusMeleeAttackRate);
|
||||
SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetHeavyWindupModifierEvent>(OnGetBonusHeavyWindupModifier);
|
||||
|
||||
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
|
||||
SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
|
||||
SubscribeAllEvent<StartHeavyAttackEvent>(OnStartHeavyAttack);
|
||||
SubscribeAllEvent<StopHeavyAttackEvent>(OnStopHeavyAttack);
|
||||
SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
|
||||
SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
|
||||
|
||||
@@ -144,15 +136,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
Dirty(component);
|
||||
}
|
||||
|
||||
private void OnMeleeDropped(EntityUid uid, MeleeWeaponComponent component, HandDeselectedEvent args)
|
||||
{
|
||||
if (component.WindUpStart == null)
|
||||
return;
|
||||
|
||||
component.WindUpStart = null;
|
||||
Dirty(component);
|
||||
}
|
||||
|
||||
private void OnGetBonusMeleeDamage(EntityUid uid, BonusMeleeDamageComponent component, ref GetMeleeDamageEvent args)
|
||||
{
|
||||
if (component.BonusDamage != null)
|
||||
@@ -173,12 +156,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
args.Multipliers *= component.Multiplier;
|
||||
}
|
||||
|
||||
private void OnGetBonusHeavyWindupModifier(EntityUid uid, BonusMeleeAttackRateComponent component, ref GetHeavyWindupModifierEvent args)
|
||||
{
|
||||
args.WindupModifier += component.HeavyWindupFlatModifier;
|
||||
args.Multipliers *= component.HeavyWindupMultiplier;
|
||||
}
|
||||
|
||||
private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args)
|
||||
{
|
||||
var user = args.SenderSession.AttachedEntity;
|
||||
@@ -199,26 +176,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
Dirty(weapon);
|
||||
}
|
||||
|
||||
private void OnStartHeavyAttack(StartHeavyAttackEvent msg, EntitySessionEventArgs args)
|
||||
{
|
||||
var user = args.SenderSession.AttachedEntity;
|
||||
|
||||
if (user == null)
|
||||
return;
|
||||
|
||||
if (!TryGetWeapon(user.Value, out var weaponUid, out var weapon) ||
|
||||
weaponUid != msg.Weapon)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
DebugTools.Assert(weapon.WindUpStart == null);
|
||||
weapon.WindUpStart = Timing.CurTime;
|
||||
Dirty(weapon);
|
||||
}
|
||||
|
||||
protected abstract void Popup(string message, EntityUid? uid, EntityUid? user);
|
||||
|
||||
private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
|
||||
{
|
||||
var user = args.SenderSession.AttachedEntity;
|
||||
@@ -235,28 +192,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
AttemptAttack(args.SenderSession.AttachedEntity!.Value, msg.Weapon, weapon, msg, args.SenderSession);
|
||||
}
|
||||
|
||||
private void OnStopHeavyAttack(StopHeavyAttackEvent msg, EntitySessionEventArgs args)
|
||||
{
|
||||
if (args.SenderSession.AttachedEntity == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!TryGetWeapon(args.SenderSession.AttachedEntity.Value, out var weaponUid, out var weapon) ||
|
||||
weaponUid != msg.Weapon)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (weapon.WindUpStart.Equals(null))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
weapon.WindUpStart = null;
|
||||
Dirty(weapon);
|
||||
}
|
||||
|
||||
private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args)
|
||||
{
|
||||
if (args.SenderSession.AttachedEntity == null)
|
||||
@@ -290,8 +225,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
|
||||
private void OnGetState(EntityUid uid, MeleeWeaponComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack,
|
||||
component.WindUpStart, component.ClickAnimation, component.WideAnimation, component.Range);
|
||||
args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack, component.ClickAnimation, component.WideAnimation, component.Range);
|
||||
}
|
||||
|
||||
private void OnHandleState(EntityUid uid, MeleeWeaponComponent component, ref ComponentHandleState args)
|
||||
@@ -302,7 +236,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
component.Attacking = state.Attacking;
|
||||
component.AttackRate = state.AttackRate;
|
||||
component.NextAttack = state.NextAttack;
|
||||
component.WindUpStart = state.WindUpStart;
|
||||
|
||||
component.ClickAnimation = state.ClickAnimation;
|
||||
component.WideAnimation = state.WideAnimation;
|
||||
@@ -345,32 +278,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
return ev.DamageModifier * ev.Multipliers;
|
||||
}
|
||||
|
||||
public float GetHeavyWindupModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component))
|
||||
return 0;
|
||||
|
||||
var ev = new GetHeavyWindupModifierEvent(uid, component.HeavyWindupModifier, 1, user);
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
|
||||
return ev.WindupModifier * ev.Multipliers;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets how long it takes a heavy attack to windup.
|
||||
/// </summary>
|
||||
public TimeSpan GetWindupTime(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component))
|
||||
return TimeSpan.Zero;
|
||||
|
||||
var attackRate = GetAttackRate(uid, user, component);
|
||||
|
||||
return attackRate > 0
|
||||
? TimeSpan.FromSeconds(1 / attackRate * GetHeavyWindupModifier(uid, user, component))
|
||||
: TimeSpan.Zero;
|
||||
}
|
||||
|
||||
public bool TryGetWeapon(EntityUid entity, out EntityUid weaponUid, [NotNullWhen(true)] out MeleeWeaponComponent? melee)
|
||||
{
|
||||
weaponUid = default;
|
||||
@@ -525,7 +432,9 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
animation = weapon.ClickAnimation;
|
||||
break;
|
||||
case HeavyAttackEvent heavy:
|
||||
DoHeavyAttack(user, heavy, weaponUid, weapon, session);
|
||||
if (!DoHeavyAttack(user, heavy, weaponUid, weapon, session))
|
||||
return false;
|
||||
|
||||
animation = weapon.WideAnimation;
|
||||
break;
|
||||
default:
|
||||
@@ -539,45 +448,11 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When an attack is released get the actual modifier for damage done.
|
||||
/// </summary>
|
||||
public float GetModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent component, bool lightAttack)
|
||||
{
|
||||
if (lightAttack)
|
||||
return 1f;
|
||||
|
||||
var windup = component.WindUpStart;
|
||||
if (windup == null)
|
||||
return 0f;
|
||||
|
||||
var releaseTime = (Timing.CurTime - windup.Value).TotalSeconds;
|
||||
var windupTime = GetWindupTime(uid, user, component).TotalSeconds;
|
||||
|
||||
// Wraps around back to 0
|
||||
releaseTime %= (2 * windupTime);
|
||||
|
||||
var releaseDiff = Math.Abs(releaseTime - windupTime);
|
||||
|
||||
if (releaseDiff < 0)
|
||||
releaseDiff = Math.Min(0, releaseDiff + GracePeriod);
|
||||
else
|
||||
releaseDiff = Math.Max(0, releaseDiff - GracePeriod);
|
||||
|
||||
var fraction = (windupTime - releaseDiff) / windupTime;
|
||||
|
||||
if (fraction < 0.4)
|
||||
fraction = 0;
|
||||
|
||||
DebugTools.Assert(fraction <= 1);
|
||||
return (float) fraction * GetHeavyDamageModifier(uid, user, component).Float();
|
||||
}
|
||||
|
||||
protected abstract bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session);
|
||||
|
||||
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
||||
{
|
||||
var damage = GetDamage(meleeUid, user, component) * GetModifier(meleeUid, user, component, true);
|
||||
var damage = GetDamage(meleeUid, user, component);
|
||||
|
||||
// For consistency with wide attacks stuff needs damageable.
|
||||
if (Deleted(ev.Target) ||
|
||||
@@ -679,22 +554,28 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
|
||||
protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform);
|
||||
|
||||
private void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
||||
private bool DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
||||
{
|
||||
// TODO: This is copy-paste as fuck with DoPreciseAttack
|
||||
if (!TryComp<TransformComponent>(user, out var userXform))
|
||||
return;
|
||||
return false;
|
||||
|
||||
var targetMap = ev.Coordinates.ToMap(EntityManager, TransformSystem);
|
||||
|
||||
if (targetMap.MapId != userXform.MapID)
|
||||
return;
|
||||
return false;
|
||||
|
||||
if (!_stamina.TryTakeStamina(user, component.HeavyStaminaCost))
|
||||
{
|
||||
PopupSystem.PopupClient(Loc.GetString("melee-stamina"), user, user);
|
||||
return false;
|
||||
}
|
||||
|
||||
var userPos = TransformSystem.GetWorldPosition(userXform);
|
||||
var direction = targetMap.Position - userPos;
|
||||
var distance = Math.Min(component.Range, direction.Length());
|
||||
|
||||
var damage = GetDamage(meleeUid, user, component) * GetModifier(meleeUid, user, component, false);
|
||||
var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
|
||||
var entities = ev.Entities;
|
||||
|
||||
if (entities.Count == 0)
|
||||
@@ -713,7 +594,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
RaiseLocalEvent(meleeUid, missEvent);
|
||||
|
||||
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Naughty input
|
||||
@@ -754,7 +635,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
RaiseLocalEvent(meleeUid, hitEvent);
|
||||
|
||||
if (hitEvent.Handled)
|
||||
return;
|
||||
return true;
|
||||
|
||||
Interaction.DoContactInteraction(user, ev.Weapon);
|
||||
|
||||
@@ -819,6 +700,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
{
|
||||
DoDamageEffect(targets, user, Transform(targets[0]));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)
|
||||
|
||||
@@ -35,7 +35,6 @@ public sealed class WieldableSystem : EntitySystem
|
||||
SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
|
||||
SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
|
||||
SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
|
||||
SubscribeLocalEvent<WieldableComponent, DisarmAttemptEvent>(OnDisarmAttemptEvent);
|
||||
|
||||
SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
|
||||
SubscribeLocalEvent<GunRequiresWieldComponent, AttemptShootEvent>(OnShootAttempt);
|
||||
@@ -85,12 +84,6 @@ public sealed class WieldableSystem : EntitySystem
|
||||
Dirty(gun);
|
||||
}
|
||||
|
||||
private void OnDisarmAttemptEvent(EntityUid uid, WieldableComponent component, DisarmAttemptEvent args)
|
||||
{
|
||||
if (component.Wielded)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
|
||||
{
|
||||
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
|
||||
|
||||
@@ -1 +1,2 @@
|
||||
stamina-resist = Resisted
|
||||
melee-stamina = Not enough stamina
|
||||
|
||||
@@ -96,7 +96,7 @@
|
||||
0: Alive
|
||||
10: Dead
|
||||
- type: Stamina
|
||||
excess: 10
|
||||
critThreshold: 10
|
||||
- type: DamageStateVisuals
|
||||
states:
|
||||
Alive:
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
0: Alive
|
||||
100: Dead
|
||||
- type: Stamina
|
||||
excess: 100
|
||||
critThreshold: 100
|
||||
- type: MovementAlwaysTouching
|
||||
- type: DamageStateVisuals
|
||||
states:
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
0: Alive
|
||||
75: Dead
|
||||
- type: Stamina
|
||||
excess: 50
|
||||
critThreshold: 50
|
||||
- type: Butcherable
|
||||
spawned:
|
||||
- id: FoodMeat
|
||||
|
||||
@@ -218,7 +218,7 @@
|
||||
15: Critical
|
||||
30: Dead
|
||||
- type: Stamina
|
||||
excess: 60
|
||||
critThreshold: 60
|
||||
- type: MeleeWeapon
|
||||
hidden: true
|
||||
soundHit:
|
||||
|
||||
@@ -79,7 +79,7 @@
|
||||
0: Alive
|
||||
120: Dead
|
||||
- type: Stamina
|
||||
excess: 120
|
||||
critThreshold: 120
|
||||
- type: Destructible
|
||||
thresholds:
|
||||
- trigger:
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
0: Alive
|
||||
150: Dead
|
||||
- type: Stamina
|
||||
excess: 150
|
||||
critThreshold: 150
|
||||
- type: MovementAlwaysTouching
|
||||
- type: Bloodstream
|
||||
bloodMaxVolume: 300
|
||||
@@ -163,7 +163,7 @@
|
||||
Dead:
|
||||
Base: kangaroo-space-dead
|
||||
- type: Stamina
|
||||
excess: 180
|
||||
critThreshold: 180
|
||||
- type: Inventory
|
||||
speciesId: kangaroo
|
||||
templateId: spacekangaroo
|
||||
@@ -220,7 +220,7 @@
|
||||
0: Alive
|
||||
130: Dead
|
||||
- type: Stamina
|
||||
excess: 150
|
||||
critThreshold: 150
|
||||
- type: DamageStateVisuals
|
||||
states:
|
||||
Alive:
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
0: Alive
|
||||
15: Dead
|
||||
- type: Stamina
|
||||
excess: 15
|
||||
critThreshold: 15
|
||||
- type: MovementAlwaysTouching
|
||||
- type: DamageStateVisuals
|
||||
states:
|
||||
|
||||
@@ -61,7 +61,7 @@
|
||||
0: Alive
|
||||
50: Dead
|
||||
- type: Stamina
|
||||
excess: 200
|
||||
critThreshold: 200
|
||||
- type: Bloodstream
|
||||
bloodReagent: FluorosulfuricAcid
|
||||
- type: MeleeWeapon
|
||||
@@ -129,7 +129,7 @@
|
||||
0: Alive
|
||||
75: Dead
|
||||
- type: Stamina
|
||||
excess: 300
|
||||
critThreshold: 300
|
||||
- type: SlowOnDamage
|
||||
speedModifierThresholds:
|
||||
50: 0.7
|
||||
@@ -201,7 +201,7 @@
|
||||
0: Alive
|
||||
300: Dead
|
||||
- type: Stamina
|
||||
excess: 1500
|
||||
critThreshold: 1500
|
||||
- type: MovementSpeedModifier
|
||||
baseWalkSpeed: 2.8
|
||||
baseSprintSpeed: 3.8
|
||||
@@ -246,7 +246,7 @@
|
||||
0: Alive
|
||||
200: Dead
|
||||
- type: Stamina
|
||||
excess: 550
|
||||
critThreshold: 550
|
||||
- type: MovementSpeedModifier
|
||||
baseWalkSpeed: 2.3
|
||||
baseSprintSpeed: 4.2
|
||||
@@ -284,7 +284,7 @@
|
||||
- map: ["enum.DamageStateVisualLayers.Base"]
|
||||
state: running
|
||||
- type: Stamina
|
||||
excess: 250
|
||||
critThreshold: 250
|
||||
- type: MovementSpeedModifier
|
||||
baseWalkSpeed: 2.7
|
||||
baseSprintSpeed: 6.0
|
||||
@@ -335,7 +335,7 @@
|
||||
rootTask:
|
||||
task: SimpleRangedHostileCompound
|
||||
- type: Stamina
|
||||
excess: 300
|
||||
critThreshold: 300
|
||||
- type: RechargeBasicEntityAmmo
|
||||
rechargeCooldown: 0.75
|
||||
- type: BasicEntityAmmoProvider
|
||||
|
||||
@@ -179,10 +179,8 @@
|
||||
Blunt: -4.5
|
||||
litDisarmMalus: 0.7
|
||||
- type: MeleeWeapon
|
||||
attackRate: 1.6
|
||||
attackRate: 1.5
|
||||
angle: 100
|
||||
heavyWindupModifier: .9
|
||||
heavyDamageModifier: 1.5
|
||||
soundHit:
|
||||
path: /Audio/Weapons/eblade1.ogg
|
||||
damage:
|
||||
|
||||
Reference in New Issue
Block a user