Shotgun spread refactor (#27773)
* Moves spread data to new component * Refactors shotgun spread code * Makes shotgun cartridges and projectiles use new component * Attempts to fix nullable build error * Fixes hitscan weapons that I broke :( * Saviour commit? --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
This commit is contained in:
@@ -129,27 +129,8 @@ public sealed partial class GunSystem : SharedGunSystem
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case CartridgeAmmoComponent cartridge:
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if (!cartridge.Spent)
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{
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if (cartridge.Count > 1)
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{
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var ev = new GunGetAmmoSpreadEvent(cartridge.Spread);
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RaiseLocalEvent(gunUid, ref ev);
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var angles = LinearSpread(mapAngle - ev.Spread / 2,
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mapAngle + ev.Spread / 2, cartridge.Count);
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for (var i = 0; i < cartridge.Count; i++)
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{
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var uid = Spawn(cartridge.Prototype, fromEnt);
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ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(uid);
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}
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}
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else
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{
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var uid = Spawn(cartridge.Prototype, fromEnt);
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ShootOrThrow(uid, mapDirection, gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(uid);
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}
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var uid = Spawn(cartridge.Prototype, fromEnt);
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CreateAndFireProjectiles(uid, cartridge);
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RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
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{
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@@ -157,8 +138,6 @@ public sealed partial class GunSystem : SharedGunSystem
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});
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SetCartridgeSpent(ent.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, mapDirection.ToAngle(), user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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if (cartridge.DeleteOnSpawn)
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Del(ent.Value);
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@@ -177,10 +156,10 @@ public sealed partial class GunSystem : SharedGunSystem
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break;
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// Ammo shoots itself
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case AmmoComponent newAmmo:
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shotProjectiles.Add(ent!.Value);
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MuzzleFlash(gunUid, newAmmo, mapDirection.ToAngle(), user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
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if (ent == null)
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break;
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CreateAndFireProjectiles(ent.Value, newAmmo);
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break;
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case HitscanPrototype hitscan:
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@@ -295,6 +274,36 @@ public sealed partial class GunSystem : SharedGunSystem
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{
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FiredProjectiles = shotProjectiles,
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});
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void CreateAndFireProjectiles(EntityUid ammoEnt, AmmoComponent ammoComp)
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{
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if (TryComp<ProjectileSpreadComponent>(ammoEnt, out var ammoSpreadComp))
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{
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var spreadEvent = new GunGetAmmoSpreadEvent(ammoSpreadComp.Spread);
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RaiseLocalEvent(gunUid, ref spreadEvent);
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var angles = LinearSpread(mapAngle - spreadEvent.Spread / 2,
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mapAngle + spreadEvent.Spread / 2, ammoSpreadComp.Count);
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ShootOrThrow(ammoEnt, angles[0].ToVec(), gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(ammoEnt);
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for (var i = 1; i < ammoSpreadComp.Count; i++)
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{
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var newuid = Spawn(ammoSpreadComp.Proto, fromEnt);
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ShootOrThrow(newuid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(ammoEnt);
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}
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}
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else
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{
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ShootOrThrow(ammoEnt, mapDirection, gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(ammoEnt);
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}
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MuzzleFlash(gunUid, ammoComp, mapDirection.ToAngle(), user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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}
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}
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private void ShootOrThrow(EntityUid uid, Vector2 mapDirection, Vector2 gunVelocity, GunComponent gun, EntityUid gunUid, EntityUid? user)
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32
Content.Shared/Projectiles/ProjectileSpreadComponent.cs
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32
Content.Shared/Projectiles/ProjectileSpreadComponent.cs
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@@ -0,0 +1,32 @@
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Projectiles;
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/// <summary>
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/// Spawns a spread of the projectiles when fired
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedGunSystem))]
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public sealed partial class ProjectileSpreadComponent : Component
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{
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/// <summary>
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/// The entity prototype that will be fired by the rest of the spread.
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/// Will generally be the same entity prototype as the first projectile being fired.
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/// Needed for ammo components that do not specify a fired prototype, unlike cartridges.
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/// </summary>
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[DataField(required: true)]
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public EntProtoId Proto;
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/// <summary>
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/// How much the ammo spreads when shot, in degrees. Does nothing if count is 0.
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/// </summary>
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[DataField]
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public Angle Spread = Angle.FromDegrees(5);
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/// <summary>
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/// How many prototypes are spawned when shot.
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/// </summary>
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[DataField]
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public int Count = 1;
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}
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@@ -30,18 +30,6 @@ public sealed partial class CartridgeAmmoComponent : AmmoComponent
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[AutoNetworkedField]
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public bool Spent = false;
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/// <summary>
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/// How much the ammo spreads when shot, in degrees. Does nothing if count is 0.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("spread")]
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public Angle Spread = Angle.FromDegrees(5);
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/// <summary>
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/// How many prototypes are spawned when shot.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("count")]
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public int Count = 1;
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/// <summary>
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/// Caseless ammunition.
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/// </summary>
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@@ -9,8 +9,6 @@
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- Cartridge
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- ShellShotgun
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- type: CartridgeAmmo
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count: 6
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spread: 15
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soundEject:
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collection: ShellEject
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- type: Sprite
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@@ -32,7 +30,6 @@
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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proto: PelletShotgunBeanbag
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count: 1
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- type: SpentAmmoVisuals
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state: "beanbag"
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@@ -47,8 +44,6 @@
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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proto: PelletShotgunSlug
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count: 1
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spread: 0
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- type: SpentAmmoVisuals
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state: "slug"
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@@ -63,7 +58,6 @@
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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proto: PelletShotgunFlare
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count: 1
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- type: SpentAmmoVisuals
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state: "flare"
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@@ -77,7 +71,7 @@
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- state: base
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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proto: PelletShotgun
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proto: PelletShotgunSpread
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- type: entity
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id: ShellShotgunIncendiary
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@@ -89,7 +83,7 @@
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- state: incendiary
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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proto: PelletShotgunIncendiary
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proto: PelletShotgunIncendiarySpread
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- type: SpentAmmoVisuals
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state: "incendiary"
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@@ -103,7 +97,7 @@
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- state: practice
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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proto: PelletShotgunPractice
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proto: PelletShotgunPracticeSpread
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- type: SpentAmmoVisuals
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state: "practice"
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@@ -118,7 +112,6 @@
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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proto: PelletShotgunTranquilizer
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count: 1
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- type: ChemicalAmmo
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- type: SolutionContainerManager
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solutions:
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@@ -145,9 +138,7 @@
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graph: ImprovisedShotgunShellGraph
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node: shell
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- type: CartridgeAmmo
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count: 10
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spread: 45
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proto: PelletShotgunImprovised
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proto: PelletShotgunImprovisedSpread
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- type: SpentAmmoVisuals
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state: "improvised"
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@@ -161,8 +152,6 @@
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- state: depleted-uranium
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map: [ "enum.AmmoVisualLayers.Base" ]
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- type: CartridgeAmmo
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count: 5
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spread: 6
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proto: PelletShotgunUranium
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proto: PelletShotgunUraniumSpread
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- type: SpentAmmoVisuals
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state: "depleted-uranium"
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@@ -42,6 +42,16 @@
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types:
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Piercing: 10
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- type: entity
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id: PelletShotgunSpread
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noSpawn: true
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parent: PelletShotgun
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components:
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- type: ProjectileSpread
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proto: PelletShotgun
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count: 6
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spread: 15
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- type: entity
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id: PelletShotgunIncendiary
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name: pellet (.50 incendiary)
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@@ -59,6 +69,16 @@
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- type: IgnitionSource
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ignited: true
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- type: entity
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id: PelletShotgunIncendiarySpread
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noSpawn: true
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parent: PelletShotgunIncendiary
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components:
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- type: ProjectileSpread
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proto: PelletShotgunIncendiary
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count: 6
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spread: 15
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- type: entity
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id: PelletShotgunPractice
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name: pellet (.50 practice)
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@@ -73,6 +93,16 @@
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types:
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Blunt: 1
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- type: entity
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id: PelletShotgunPracticeSpread
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noSpawn: true
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parent: PelletShotgunPractice
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components:
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- type: ProjectileSpread
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proto: PelletShotgunPractice
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count: 6
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spread: 15
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- type: entity
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id: PelletShotgunImprovised
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name: improvised pellet
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@@ -88,6 +118,15 @@
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Piercing: 3
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Slash: 3
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- type: entity
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id: PelletShotgunImprovisedSpread
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noSpawn: true
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parent: PelletShotgunImprovised
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components:
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- type: ProjectileSpread
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proto: PelletShotgunImprovised
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count: 10
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spread: 45
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- type: entity
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id: PelletShotgunTranquilizer
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@@ -178,6 +217,16 @@
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Radiation: 5
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Piercing: 5
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- type: entity
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id: PelletShotgunUraniumSpread
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noSpawn: true
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parent: PelletShotgunUranium
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components:
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- type: ProjectileSpread
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proto: PelletShotgunUranium
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count: 5
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spread: 6
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- type: entity
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id: PelletGrapeshot #tally fucking ho
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name: grapeshot pellet
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@@ -196,6 +245,16 @@
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Piercing: 25
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Structural: 5
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- type: entity
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id: PelletGrapeshotSpread
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noSpawn: true
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parent: PelletGrapeshot
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components:
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- type: ProjectileSpread
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proto: PelletGrapeshot
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count: 5
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spread: 40
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- type: entity
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id: PelletGlass
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name: glass shard
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@@ -215,3 +274,13 @@
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damage:
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types:
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Slash: 25
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- type: entity
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id: PelletGlassSpread
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parent: PelletGlass
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noSpawn: true
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components:
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- type: ProjectileSpread
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proto: PelletGlass
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count: 5
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spread: 10
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@@ -175,9 +175,7 @@
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parent: BaseCannonBall
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components:
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- type: CartridgeAmmo
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proto: PelletGrapeshot
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count: 5
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spread: 40
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proto: PelletGrapeshotSpread
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deleteOnSpawn: true
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- type: Sprite
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sprite: Objects/Weapons/Guns/Ammunition/Explosives/explosives.rsi
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@@ -190,9 +188,7 @@
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parent: BaseCannonBall
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components:
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- type: CartridgeAmmo
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proto: PelletGlass
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count: 5
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spread: 10
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proto: PelletGlassSpread
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deleteOnSpawn: true
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- type: Sprite
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sprite: Objects/Weapons/Guns/Ammunition/Explosives/explosives.rsi
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