Add emp grenade (#14393)
This commit is contained in:
17
Content.Server/Emp/EmpOnTriggerComponent.cs
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17
Content.Server/Emp/EmpOnTriggerComponent.cs
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@@ -0,0 +1,17 @@
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namespace Content.Server.Emp;
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/// <summary>
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/// Upon being triggered will EMP area around it.
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/// </summary>
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[RegisterComponent]
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sealed class EmpOnTriggerComponent : Component
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{
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[DataField("range"), ViewVariables(VVAccess.ReadWrite)]
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public float Range = 1.0f;
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/// <summary>
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/// How much energy will be consumed per battery in range
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/// </summary>
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[DataField("energyConsumption"), ViewVariables(VVAccess.ReadWrite)]
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public float EnergyConsumption;
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}
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39
Content.Server/Emp/EmpSystem.cs
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39
Content.Server/Emp/EmpSystem.cs
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@@ -0,0 +1,39 @@
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using Content.Server.Explosion.EntitySystems;
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using Robust.Shared.Map;
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namespace Content.Server.Emp;
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public sealed class EmpSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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public const string EmpPulseEffectPrototype = "EffectEmpPulse";
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public const string EmpDisabledEffectPrototype = "EffectEmpDisabled";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmpOnTriggerComponent, TriggerEvent>(HandleEmpTrigger);
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}
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public void EmpPulse(MapCoordinates coordinates, float range, float energyConsumption)
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{
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foreach (var uid in _lookup.GetEntitiesInRange(coordinates, range))
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{
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var ev = new EmpPulseEvent(energyConsumption, false);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Affected)
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Spawn(EmpDisabledEffectPrototype, Transform(uid).Coordinates);
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}
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Spawn(EmpPulseEffectPrototype, coordinates);
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}
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private void HandleEmpTrigger(EntityUid uid, EmpOnTriggerComponent comp, TriggerEvent args)
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{
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EmpPulse(Transform(uid).Coordinates.ToMap(EntityManager), comp.Range, comp.EnergyConsumption);
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args.Handled = true;
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}
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}
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[ByRefEvent]
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public record struct EmpPulseEvent(float EnergyConsumption, bool Affected);
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@@ -22,6 +22,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Content.Shared.DoAfter;
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using Content.Server.Emp;
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namespace Content.Server.Light.EntitySystems
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{
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@@ -63,6 +64,8 @@ namespace Content.Server.Light.EntitySystems
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SubscribeLocalEvent<PoweredLightComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<PoweredLightComponent, DoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<PoweredLightComponent, EmpPulseEvent>(OnEmpPulse);
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}
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private void OnInit(EntityUid uid, PoweredLightComponent light, ComponentInit args)
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@@ -421,5 +424,11 @@ namespace Content.Server.Light.EntitySystems
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args.Handled = true;
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}
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private void OnEmpPulse(EntityUid uid, PoweredLightComponent component, ref EmpPulseEvent args)
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{
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args.Affected = true;
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TryDestroyBulb(uid, component);
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}
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}
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}
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@@ -1,3 +1,4 @@
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using Content.Server.Emp;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Shared.Access.Components;
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@@ -44,6 +45,8 @@ namespace Content.Server.Power.EntitySystems
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SubscribeLocalEvent<ApcToolFinishedEvent>(OnToolFinished);
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SubscribeLocalEvent<ApcComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<ApcComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<ApcComponent, EmpPulseEvent>(OnEmpPulse);
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}
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// Change the APC's state only when the battery state changes, or when it's first created.
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@@ -247,5 +250,14 @@ namespace Content.Server.Power.EntitySystems
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? "apc-component-on-examine-panel-open"
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: "apc-component-on-examine-panel-closed"));
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}
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private void OnEmpPulse(EntityUid uid, ApcComponent component, ref EmpPulseEvent args)
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{
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if (component.MainBreakerEnabled)
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{
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args.Affected = true;
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ApcToggleBreaker(uid, component);
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}
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Server.Cargo.Systems;
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using Content.Server.Emp;
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using Content.Server.Power.Components;
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using Content.Shared.Examine;
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using Content.Shared.Rejuvenate;
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@@ -17,6 +18,7 @@ namespace Content.Server.Power.EntitySystems
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SubscribeLocalEvent<PowerNetworkBatteryComponent, RejuvenateEvent>(OnNetBatteryRejuvenate);
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SubscribeLocalEvent<BatteryComponent, RejuvenateEvent>(OnBatteryRejuvenate);
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SubscribeLocalEvent<BatteryComponent, PriceCalculationEvent>(CalculateBatteryPrice);
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SubscribeLocalEvent<BatteryComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<NetworkBatteryPreSync>(PreSync);
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SubscribeLocalEvent<NetworkBatteryPostSync>(PostSync);
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@@ -87,5 +89,11 @@ namespace Content.Server.Power.EntitySystems
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{
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args.Price += component.CurrentCharge * component.PricePerJoule;
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}
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private void OnEmpPulse(EntityUid uid, BatteryComponent component, ref EmpPulseEvent args)
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{
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args.Affected = true;
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component.UseCharge(args.EnergyConsumption);
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}
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}
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}
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@@ -39,6 +39,9 @@ uplink-c4-desc = Use it to breach walls, airlocks or sabotage equipment. It can
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uplink-c4-bundle-name = C-4 bundle
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uplink-c4-bundle-desc = Because sometimes quantity is quality. Contains 8 C-4 plastic explosives.
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uplink-emp-grenade-name = Emp Grenade
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uplink-emp-grenade-desc = Releases electromagnetic pulses that disrupt or damage many electronic devices or drain power cells.
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# Ammo
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uplink-pistol-magazine-name = Pistol Magazine (.35 auto)
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uplink-pistol-magazine-desc = Pistol magazine with 10 catridges. Compatible with Viper.
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@@ -142,6 +142,16 @@
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categories:
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- UplinkExplosives
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- type: listing
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id: UplinkEmpGrenade
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name: uplink-emp-grenade-name
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description: uplink-emp-grenade-desc
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productEntity: EmpGrenade
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cost:
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Telecrystal: 4
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categories:
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- UplinkExplosives
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# Ammo
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- type: listing
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44
Resources/Prototypes/Entities/Effects/emp_effects.yml
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44
Resources/Prototypes/Entities/Effects/emp_effects.yml
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@@ -0,0 +1,44 @@
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- type: entity
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id: EffectEmpPulse
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noSpawn: true
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components:
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- type: TimedDespawn
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lifetime: 0.8
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- type: Sprite
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netsync: false
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drawdepth: Effects
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noRot: true
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layers:
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- shader: unshaded
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map: ["enum.EffectLayers.Unshaded"]
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sprite: Effects/emp.rsi
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state: emp_pulse
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- type: EffectVisuals
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- type: Tag
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tags:
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- HideContextMenu
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- type: EmitSoundOnSpawn
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sound:
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path: /Audio/Effects/Lightning/lightningbolt.ogg
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- type: AnimationPlayer
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- type: entity
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id: EffectEmpDisabled
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noSpawn: true
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components:
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- type: TimedDespawn
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lifetime: 0.4
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- type: Sprite
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netsync: false
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drawdepth: Effects
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noRot: true
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layers:
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- shader: unshaded
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map: ["enum.EffectLayers.Unshaded"]
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sprite: Effects/emp.rsi
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state: emp_disable
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- type: EffectVisuals
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- type: Tag
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tags:
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- HideContextMenu
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- type: AnimationPlayer
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@@ -154,3 +154,21 @@
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enum.Trigger.TriggerVisualState.Unprimed: complete
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- type: StaticPrice
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price: 25
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- type: entity
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name: emp grenade
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description: Releases electromagnetic pulses that disrupt or damage many electronic devices or drain power cells.
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parent: GrenadeBase
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id: EmpGrenade
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components:
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- type: Sprite
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sprite: Objects/Weapons/Grenades/empgrenade.rsi
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- type: EmpOnTrigger
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range: 4
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energyConsumption: 50000
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- type: DeleteOnTrigger
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- type: Appearance
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visuals:
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- type: TimerTriggerVisualizer
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countdown_sound:
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path: /Audio/Effects/countdown.ogg
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BIN
Resources/Textures/Effects/emp.rsi/emp_disable.png
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BIN
Resources/Textures/Effects/emp.rsi/emp_disable.png
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Binary file not shown.
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After Width: | Height: | Size: 1.6 KiB |
BIN
Resources/Textures/Effects/emp.rsi/emp_pulse.png
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BIN
Resources/Textures/Effects/emp.rsi/emp_pulse.png
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Binary file not shown.
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After Width: | Height: | Size: 1.5 KiB |
56
Resources/Textures/Effects/emp.rsi/meta.json
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56
Resources/Textures/Effects/emp.rsi/meta.json
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@@ -0,0 +1,56 @@
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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 tgstation at https://github.com/tgstation/tgstation/commit/e52683d3872347af447bb0ff74c420d4a4e91ea8",
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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": "emp_disable",
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"directions": 4,
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"delays": [
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[
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0.1,
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0.1,
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0.1,
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0.1
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],
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[
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0.1,
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0.1,
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0.1,
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0.1
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],
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[
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0.1,
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0.1,
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0.1,
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0.1
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],
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[
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0.1,
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0.1,
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0.1,
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0.1
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]
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]
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},
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{
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"name": "emp_pulse",
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"delays": [
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[
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1
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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 +1,27 @@
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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 tgstation at https://github.com/tgstation/tgstation/commit/e52683d3872347af447bb0ff74c420d4a4e91ea8",
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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": "icon"
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},
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{
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"name": "primed",
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"delays": [
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[
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0.1,
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0.1
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]
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]
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},
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{
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"name": "equipped-BELT",
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"directions": 4
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}
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]
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}
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