* Revert "Cleanup ExecutionSystem (#24382)" This reverts commitbcbe2ec1af. * Revert "Executions (#24150)" This reverts commit2e83f5a0ec. # Conflicts: # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
This commit is contained in:
@@ -28,14 +28,10 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
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|| component.DamagedEntity || component is
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{ Weapon: null, OnlyCollideWhenShot: true })
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{
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|| component.DamagedEntity || component is { Weapon: null, OnlyCollideWhenShot: true })
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return;
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}
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var target = args.OtherEntity;
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// it's here so this check is only done once before possible hit
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var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
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RaiseLocalEvent(target, ref attemptEv);
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@@ -45,26 +41,11 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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return;
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}
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if (TryHandleProjectile(target, (uid, component)))
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{
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var direction = args.OurBody.LinearVelocity.Normalized();
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_sharedCameraRecoil.KickCamera(target, direction);
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}
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}
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/// <summary>
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/// Tries to handle a projectile interacting with the target.
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/// </summary>
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/// <returns>True if the target isn't deleted.</returns>
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public bool TryHandleProjectile(EntityUid target, Entity<ProjectileComponent> projectile)
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{
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var uid = projectile.Owner;
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var component = projectile.Comp;
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var ev = new ProjectileHitEvent(component.Damage, target, component.Shooter);
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RaiseLocalEvent(uid, ref ev);
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var otherName = ToPrettyString(target);
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var direction = args.OurBody.LinearVelocity.Normalized();
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var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter);
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var deleted = Deleted(target);
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@@ -83,11 +64,12 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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if (!deleted)
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{
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_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
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_sharedCameraRecoil.KickCamera(target, direction);
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}
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component.DamagedEntity = true;
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var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target);
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var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target, args.OtherFixture);
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RaiseLocalEvent(uid, ref afterProjectileHitEvent);
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if (component.DeleteOnCollide)
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@@ -97,7 +79,5 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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{
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RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
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}
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return !deleted;
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}
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}
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@@ -4,7 +4,6 @@ using Content.Server.Administration.Logs;
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using Content.Server.Cargo.Systems;
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using Content.Server.Interaction;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Projectiles;
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using Content.Server.Stunnable;
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using Content.Server.Weapons.Ranged.Components;
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using Content.Shared.Damage;
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@@ -30,13 +29,13 @@ namespace Content.Server.Weapons.Ranged.Systems;
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public sealed partial class GunSystem : SharedGunSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly InteractionSystem _interaction = default!;
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[Dependency] private readonly PricingSystem _pricing = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly ProjectileSystem _projectile = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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[Dependency] private readonly StunSystem _stun = default!;
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@@ -66,137 +65,6 @@ public sealed partial class GunSystem : SharedGunSystem
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args.Price += price * component.UnspawnedCount;
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}
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protected override bool ShootDirect(EntityUid gunUid, GunComponent gun, EntityUid target, List<(EntityUid? Entity, IShootable Shootable)> ammo, EntityUid user)
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{
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var result = false;
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// TODO: This is dogshit. I just want to get executions slightly better.
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// Ideally you'd pull out cartridge + ammo to separate handling functions and re-use it here, then hitscan you need to bypass entirely.
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// You should also make shooting into a struct of args given how many there are now.
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var fromCoordinates = Transform(gunUid).Coordinates;
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var toCoordinates = Transform(target).Coordinates;
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var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
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var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
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var mapDirection = toMap - fromMap.Position;
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var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
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// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
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var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
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? fromCoordinates.WithEntityId(gridUid, EntityManager)
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: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
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// I must be high because this was getting tripped even when true.
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// DebugTools.Assert(direction != Vector2.Zero);
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var shotProjectiles = new List<EntityUid>(ammo.Count);
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var cartridgeBullets = new List<EntityUid>();
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foreach (var (ent, shootable) in ammo)
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{
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switch (shootable)
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{
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// Cartridge shoots something else
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case CartridgeAmmoComponent cartridge:
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if (!cartridge.Spent)
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{
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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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cartridgeBullets.Add(uid);
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}
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RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
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{
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FiredProjectiles = cartridgeBullets,
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});
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shotProjectiles.AddRange(cartridgeBullets);
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cartridgeBullets.Clear();
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SetCartridgeSpent(ent.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, 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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}
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else
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{
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Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
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}
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// Something like ballistic might want to leave it in the container still
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if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value))
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EjectCartridge(ent.Value, angle);
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result = true;
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Dirty(ent!.Value, cartridge);
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break;
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// Ammo shoots itself
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case AmmoComponent newAmmo:
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result = true;
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shotProjectiles.Add(ent!.Value);
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MuzzleFlash(gunUid, newAmmo, user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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break;
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case HitscanPrototype hitscan:
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result = true;
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var hitEntity = target;
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if (hitscan.StaminaDamage > 0f)
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_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
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var dmg = hitscan.Damage;
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var hitName = ToPrettyString(hitEntity);
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if (dmg != null)
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dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
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// check null again, as TryChangeDamage returns modified damage values
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if (dmg != null)
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{
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if (!Deleted(hitEntity))
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{
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if (dmg.Any())
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { hitEntity }, Filter.Pvs(hitEntity, entityManager: EntityManager));
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}
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// TODO get fallback position for playing hit sound.
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PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
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}
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Logs.Add(LogType.HitScanHit,
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$"{ToPrettyString(user):user} hit {hitName:target} using hitscan and dealt {dmg.GetTotal():damage} damage");
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}
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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foreach (var ammoUid in shotProjectiles)
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{
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// TODO: Handle this shit
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if (!TryComp(ammoUid, out ProjectileComponent? projectileComponent))
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{
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QueueDel(ammoUid);
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continue;
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}
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_projectile.TryHandleProjectile(target, (ammoUid, projectileComponent));
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// Even this deletion handling is mega sussy.
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Del(ammoUid);
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}
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RaiseLocalEvent(gunUid, new AmmoShotEvent()
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{
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FiredProjectiles = shotProjectiles,
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});
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return result;
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}
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public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
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EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
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{
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@@ -204,7 +72,7 @@ public sealed partial class GunSystem : SharedGunSystem
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// Try a clumsy roll
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// TODO: Who put this here
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if (TryComp<ClumsyComponent>(user, out var clumsy) && !gun.ClumsyProof)
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if (TryComp<ClumsyComponent>(user, out var clumsy) && gun.ClumsyProof == false)
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{
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for (var i = 0; i < ammo.Count; i++)
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{
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@@ -225,8 +93,6 @@ public sealed partial class GunSystem : SharedGunSystem
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}
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}
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// As the above message wasn't obvious stop putting stuff here and use events
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var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
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var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
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var mapDirection = toMap - fromMap.Position;
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@@ -234,7 +100,7 @@ public sealed partial class GunSystem : SharedGunSystem
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var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
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// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
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var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
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var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out var grid)
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? fromCoordinates.WithEntityId(gridUid, EntityManager)
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: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
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@@ -246,7 +112,6 @@ public sealed partial class GunSystem : SharedGunSystem
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// I must be high because this was getting tripped even when true.
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// DebugTools.Assert(direction != Vector2.Zero);
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var shotProjectiles = new List<EntityUid>(ammo.Count);
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var cartridgeBullets = new List<EntityUid>();
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foreach (var (ent, shootable) in ammo)
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{
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@@ -275,23 +140,21 @@ public sealed partial class GunSystem : SharedGunSystem
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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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cartridgeBullets.Add(uid);
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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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cartridgeBullets.Add(uid);
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shotProjectiles.Add(uid);
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}
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RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
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{
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FiredProjectiles = cartridgeBullets,
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FiredProjectiles = shotProjectiles,
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});
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shotProjectiles.AddRange(cartridgeBullets);
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cartridgeBullets.Clear();
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SetCartridgeSpent(ent.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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@@ -1,9 +0,0 @@
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using Content.Shared.DoAfter;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Execution;
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[Serializable, NetSerializable]
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public sealed partial class ExecutionDoAfterEvent : SimpleDoAfterEvent
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{
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}
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@@ -1,26 +0,0 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Execution;
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/// <summary>
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/// Added to entities that can be used to execute another target.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ExecutionComponent : Component
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{
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/// <summary>
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/// How long the execution duration lasts.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float DoAfterDuration = 5f;
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[DataField, AutoNetworkedField]
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public float DamageModifier = 9f;
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// Not networked because this is transient inside of a tick.
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/// <summary>
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/// True if it is currently executing for handlers.
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/// </summary>
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[DataField]
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public bool Executing = true;
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}
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@@ -1,241 +0,0 @@
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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namespace Content.Shared.Execution;
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/// <summary>
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/// Verb for violently murdering cuffed creatures.
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/// </summary>
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public sealed class ExecutionSystem : EntitySystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
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[Dependency] private readonly SharedMeleeWeaponSystem _meleeSystem = default!;
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// TODO: Still needs more cleaning up.
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private const string DefaultInternalMeleeExecutionMessage = "execution-popup-melee-initial-internal";
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private const string DefaultExternalMeleeExecutionMessage = "execution-popup-melee-initial-external";
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private const string DefaultCompleteInternalMeleeExecutionMessage = "execution-popup-melee-complete-internal";
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private const string DefaultCompleteExternalMeleeExecutionMessage = "execution-popup-melee-complete-external";
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private const string DefaultInternalGunExecutionMessage = "execution-popup-gun-initial-internal";
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private const string DefaultExternalGunExecutionMessage = "execution-popup-gun-initial-external";
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private const string DefaultCompleteInternalGunExecutionMessage = "execution-popup-gun-complete-internal";
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private const string DefaultCompleteExternalGunExecutionMessage = "execution-popup-gun-complete-external";
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ExecutionComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionsVerbs);
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SubscribeLocalEvent<ExecutionComponent, ExecutionDoAfterEvent>(OnExecutionDoAfter);
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SubscribeLocalEvent<ExecutionComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
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}
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private void OnGetInteractionsVerbs(EntityUid uid, ExecutionComponent comp, GetVerbsEvent<UtilityVerb> args)
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{
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if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
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return;
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var attacker = args.User;
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var weapon = args.Using.Value;
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var victim = args.Target;
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if (!CanExecuteWithAny(victim, attacker))
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return;
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UtilityVerb verb = new()
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{
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Act = () => TryStartExecutionDoAfter(weapon, victim, attacker, comp),
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Impact = LogImpact.High,
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Text = Loc.GetString("execution-verb-name"),
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Message = Loc.GetString("execution-verb-message"),
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};
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args.Verbs.Add(verb);
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}
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private void TryStartExecutionDoAfter(EntityUid weapon, EntityUid victim, EntityUid attacker, ExecutionComponent comp)
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{
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if (!CanExecuteWithAny(victim, attacker))
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return;
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// TODO: This should just be on the weapons as a single execution message.
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var defaultExecutionInternal = DefaultInternalMeleeExecutionMessage;
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var defaultExecutionExternal = DefaultExternalMeleeExecutionMessage;
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if (HasComp<GunComponent>(weapon))
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{
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defaultExecutionExternal = DefaultInternalGunExecutionMessage;
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defaultExecutionInternal = DefaultExternalGunExecutionMessage;
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}
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var internalMsg = defaultExecutionInternal;
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var externalMsg = defaultExecutionExternal;
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ShowExecutionInternalPopup(internalMsg, attacker, victim, weapon);
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ShowExecutionExternalPopup(externalMsg, attacker, victim, weapon);
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var doAfter =
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new DoAfterArgs(EntityManager, attacker, comp.DoAfterDuration, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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NeedHand = true
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};
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_doAfterSystem.TryStartDoAfter(doAfter);
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}
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private bool CanExecuteWithAny(EntityUid victim, EntityUid attacker)
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{
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// Use suicide.
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if (victim == attacker)
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return false;
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||||
|
||||
// No point executing someone if they can't take damage
|
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if (!TryComp<DamageableComponent>(victim, out _))
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return false;
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|
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// You can't execute something that cannot die
|
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if (!TryComp<MobStateComponent>(victim, out var mobState))
|
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return false;
|
||||
|
||||
// You're not allowed to execute dead people (no fun allowed)
|
||||
if (_mobStateSystem.IsDead(victim, mobState))
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return false;
|
||||
|
||||
// You must be able to attack people to execute
|
||||
if (!_actionBlockerSystem.CanAttack(attacker, victim))
|
||||
return false;
|
||||
|
||||
// The victim must be incapacitated to be executed
|
||||
if (victim != attacker && _actionBlockerSystem.CanInteract(victim, null))
|
||||
return false;
|
||||
|
||||
// All checks passed
|
||||
return true;
|
||||
}
|
||||
|
||||
private void OnExecutionDoAfter(EntityUid uid, ExecutionComponent component, ExecutionDoAfterEvent args)
|
||||
{
|
||||
if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
|
||||
return;
|
||||
|
||||
var attacker = args.User;
|
||||
var victim = args.Target.Value;
|
||||
var weapon = args.Used.Value;
|
||||
|
||||
if (!CanExecuteWithAny(victim, attacker))
|
||||
return;
|
||||
|
||||
// This is needed so the melee system does not stop it.
|
||||
var prev = _combatSystem.IsInCombatMode(attacker);
|
||||
_combatSystem.SetInCombatMode(attacker, true);
|
||||
component.Executing = true;
|
||||
string? internalMsg = null;
|
||||
string? externalMsg = null;
|
||||
|
||||
if (TryComp(uid, out MeleeWeaponComponent? melee))
|
||||
{
|
||||
_meleeSystem.AttemptLightAttack(attacker, weapon, melee, victim);
|
||||
internalMsg = DefaultCompleteInternalMeleeExecutionMessage;
|
||||
externalMsg = DefaultCompleteExternalMeleeExecutionMessage;
|
||||
}
|
||||
else if (TryComp(uid, out GunComponent? gun))
|
||||
{
|
||||
var clumsyShot = false;
|
||||
|
||||
// TODO: This should just be an event or something instead to get this.
|
||||
// TODO: Handle clumsy.
|
||||
if (!_gunSystem.AttemptDirectShoot(args.User, uid, args.Target.Value, gun))
|
||||
{
|
||||
internalMsg = null;
|
||||
externalMsg = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
internalMsg = DefaultCompleteInternalGunExecutionMessage;
|
||||
externalMsg = DefaultCompleteExternalGunExecutionMessage;
|
||||
}
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
_combatSystem.SetInCombatMode(attacker, prev);
|
||||
component.Executing = false;
|
||||
args.Handled = true;
|
||||
|
||||
if (internalMsg != null && externalMsg != null)
|
||||
{
|
||||
ShowExecutionInternalPopup(internalMsg, attacker, victim, uid);
|
||||
ShowExecutionExternalPopup(externalMsg, attacker, victim, uid);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGetMeleeDamage(EntityUid uid, ExecutionComponent comp, ref GetMeleeDamageEvent args)
|
||||
{
|
||||
if (!TryComp<MeleeWeaponComponent>(uid, out var melee) ||
|
||||
!TryComp<ExecutionComponent>(uid, out var execComp) ||
|
||||
!execComp.Executing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var bonus = melee.Damage * execComp.DamageModifier - melee.Damage;
|
||||
args.Damage += bonus;
|
||||
}
|
||||
|
||||
private void ShowExecutionInternalPopup(string locString,
|
||||
EntityUid attacker, EntityUid victim, EntityUid weapon, bool predict = true)
|
||||
{
|
||||
if (predict)
|
||||
{
|
||||
_popupSystem.PopupClient(
|
||||
Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
|
||||
attacker,
|
||||
attacker,
|
||||
PopupType.Medium
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
_popupSystem.PopupEntity(
|
||||
Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
|
||||
attacker,
|
||||
Filter.Entities(attacker),
|
||||
true,
|
||||
PopupType.Medium
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void ShowExecutionExternalPopup(string locString, EntityUid attacker, EntityUid victim, EntityUid weapon)
|
||||
{
|
||||
_popupSystem.PopupEntity(
|
||||
Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
|
||||
attacker,
|
||||
Filter.PvsExcept(attacker),
|
||||
true,
|
||||
PopupType.MediumCaution
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -34,6 +34,7 @@ public abstract partial class SharedProjectileSystem : EntitySystem
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
|
||||
SubscribeLocalEvent<ProjectileComponent, AfterProjectileHitEvent>(AfterProjectileHit);
|
||||
SubscribeLocalEvent<EmbeddableProjectileComponent, ProjectileHitEvent>(OnEmbedProjectileHit);
|
||||
SubscribeLocalEvent<EmbeddableProjectileComponent, ThrowDoHitEvent>(OnEmbedThrowDoHit);
|
||||
SubscribeLocalEvent<EmbeddableProjectileComponent, ActivateInWorldEvent>(OnEmbedActivate);
|
||||
@@ -162,6 +163,18 @@ public abstract partial class SharedProjectileSystem : EntitySystem
|
||||
{
|
||||
args.Cancel("pacified-cannot-throw-embed");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the projectile is allowed to penetrate the target it hit.
|
||||
/// </summary>
|
||||
private void AfterProjectileHit(EntityUid uid, ProjectileComponent component, ref AfterProjectileHitEvent args)
|
||||
{
|
||||
//Overrides the original DeleteOnCollide if the projectile passes all penetration checks.
|
||||
//This is to prevent having to set DeleteOnCollide to false on every prototype
|
||||
//you want to give the ability to penetrate entities.
|
||||
if(component.DeleteOnCollide)
|
||||
component.DeleteOnCollide = false;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
@@ -193,4 +206,4 @@ public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target
|
||||
/// Raised after a projectile has dealt it's damage.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target);
|
||||
public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, Fixture Fixture);
|
||||
|
||||
@@ -19,7 +19,7 @@ public record struct ShotAttemptedEvent
|
||||
|
||||
public bool Cancelled { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
/// Prevent the gun from shooting
|
||||
/// </summary>
|
||||
public void Cancel()
|
||||
@@ -27,7 +27,7 @@ public record struct ShotAttemptedEvent
|
||||
Cancelled = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
/// Allow the gun to shoot again, only use if you know what you are doing
|
||||
/// </summary>
|
||||
public void Uncancel()
|
||||
|
||||
@@ -21,7 +21,6 @@ using Content.Shared.Weapons.Melee;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Content.Shared.Weapons.Ranged.Events;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Containers;
|
||||
@@ -144,7 +143,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
|
||||
gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
|
||||
Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
|
||||
AttemptShootInternal(user.Value, ent, gun);
|
||||
AttemptShoot(user.Value, ent, gun);
|
||||
}
|
||||
|
||||
private void OnStopShootRequest(RequestStopShootEvent ev, EntitySessionEventArgs args)
|
||||
@@ -208,38 +207,13 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
Dirty(uid, gun);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to shoot the specified target directly.
|
||||
/// This may bypass projectiles firing etc.
|
||||
/// </summary>
|
||||
public bool AttemptDirectShoot(EntityUid user, EntityUid gunUid, EntityUid target, GunComponent gun)
|
||||
{
|
||||
// Unique name so people don't think it's "shoot towards" and not "I will teleport a bullet into them".
|
||||
gun.ShootCoordinates = Transform(target).Coordinates;
|
||||
|
||||
if (!TryTakeAmmo(user, gunUid, gun, out _, out _, out var args))
|
||||
{
|
||||
gun.ShootCoordinates = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
var result = ShootDirect(gunUid, gun, target, args.Ammo, user: user);
|
||||
gun.ShootCoordinates = null;
|
||||
return result;
|
||||
}
|
||||
|
||||
protected virtual bool ShootDirect(EntityUid gunUid, GunComponent gun, EntityUid target, List<(EntityUid? Entity, IShootable Shootable)> ammo, EntityUid user)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to shoot at the target coordinates. Resets the shot counter after every shot.
|
||||
/// </summary>
|
||||
public void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun, EntityCoordinates toCoordinates)
|
||||
{
|
||||
gun.ShootCoordinates = toCoordinates;
|
||||
AttemptShootInternal(user, gunUid, gun);
|
||||
AttemptShoot(user, gunUid, gun);
|
||||
gun.ShotCounter = 0;
|
||||
}
|
||||
|
||||
@@ -250,35 +224,20 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
{
|
||||
var coordinates = new EntityCoordinates(gunUid, new Vector2(0, -1));
|
||||
gun.ShootCoordinates = coordinates;
|
||||
AttemptShootInternal(gunUid, gunUid, gun);
|
||||
AttemptShoot(gunUid, gunUid, gun);
|
||||
gun.ShotCounter = 0;
|
||||
}
|
||||
|
||||
private void AttemptShootInternal(EntityUid user, EntityUid gunUid, GunComponent gun)
|
||||
{
|
||||
if (!TryTakeAmmo(user, gunUid, gun, out var fromCoordinates, out var toCoordinates, out var args))
|
||||
return;
|
||||
|
||||
Shoot(gunUid, gun, args.Ammo, fromCoordinates, toCoordinates, out var userImpulse, user: user);
|
||||
|
||||
if (userImpulse && TryComp<PhysicsComponent>(user, out var userPhysics))
|
||||
{
|
||||
if (_gravity.IsWeightless(user, userPhysics))
|
||||
CauseImpulse(fromCoordinates, toCoordinates, user, userPhysics);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates if a gun can currently shoot.
|
||||
/// </summary>
|
||||
[Pure]
|
||||
private bool CanShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
|
||||
private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
|
||||
{
|
||||
if (gun.FireRateModified <= 0f ||
|
||||
!_actionBlockerSystem.CanAttack(user))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return;
|
||||
|
||||
var toCoordinates = gun.ShootCoordinates;
|
||||
|
||||
if (toCoordinates == null)
|
||||
return;
|
||||
|
||||
var curTime = Timing.CurTime;
|
||||
|
||||
@@ -290,42 +249,17 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
};
|
||||
RaiseLocalEvent(gunUid, ref prevention);
|
||||
if (prevention.Cancelled)
|
||||
return false;
|
||||
return;
|
||||
|
||||
RaiseLocalEvent(user, ref prevention);
|
||||
if (prevention.Cancelled)
|
||||
return false;
|
||||
return;
|
||||
|
||||
// Need to do this to play the clicking sound for empty automatic weapons
|
||||
// but not play anything for burst fire.
|
||||
if (gun.NextFire > curTime)
|
||||
return false;
|
||||
return;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to return ammo prepped for shooting if a gun is available to shoot.
|
||||
/// </summary>
|
||||
private bool TryTakeAmmo(
|
||||
EntityUid user,
|
||||
EntityUid gunUid, GunComponent gun,
|
||||
out EntityCoordinates fromCoordinates,
|
||||
out EntityCoordinates toCoordinates,
|
||||
[NotNullWhen(true)] out TakeAmmoEvent? args)
|
||||
{
|
||||
toCoordinates = EntityCoordinates.Invalid;
|
||||
fromCoordinates = EntityCoordinates.Invalid;
|
||||
args = null;
|
||||
|
||||
if (!CanShoot(user, gunUid, gun))
|
||||
return false;
|
||||
|
||||
if (gun.ShootCoordinates == null)
|
||||
return false;
|
||||
|
||||
toCoordinates = gun.ShootCoordinates.Value;
|
||||
var curTime = Timing.CurTime;
|
||||
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
|
||||
|
||||
// First shot
|
||||
@@ -373,11 +307,10 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
}
|
||||
|
||||
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
|
||||
return false;
|
||||
return;
|
||||
}
|
||||
|
||||
fromCoordinates = Transform(user).Coordinates;
|
||||
|
||||
var fromCoordinates = Transform(user).Coordinates;
|
||||
// Remove ammo
|
||||
var ev = new TakeAmmoEvent(shots, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, user);
|
||||
|
||||
@@ -412,18 +345,24 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
// May cause prediction issues? Needs more tweaking
|
||||
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
|
||||
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
|
||||
return false;
|
||||
return;
|
||||
}
|
||||
|
||||
return false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent).
|
||||
Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, out var userImpulse, user, throwItems: attemptEv.ThrowItems);
|
||||
var shotEv = new GunShotEvent(user, ev.Ammo);
|
||||
RaiseLocalEvent(gunUid, ref shotEv);
|
||||
|
||||
args = ev;
|
||||
return true;
|
||||
if (userImpulse && TryComp<PhysicsComponent>(user, out var userPhysics))
|
||||
{
|
||||
if (_gravity.IsWeightless(user, userPhysics))
|
||||
CauseImpulse(fromCoordinates, toCoordinates.Value, user, userPhysics);
|
||||
}
|
||||
|
||||
Dirty(gunUid, gun);
|
||||
}
|
||||
|
||||
public void Shoot(
|
||||
|
||||
@@ -1,20 +0,0 @@
|
||||
execution-verb-name = Execute
|
||||
execution-verb-message = Use your weapon to execute someone.
|
||||
|
||||
# All the below localisation strings have access to the following variables
|
||||
# attacker (the person committing the execution)
|
||||
# victim (the person being executed)
|
||||
# weapon (the weapon used for the execution)
|
||||
|
||||
execution-popup-gun-initial-internal = You ready the muzzle of {THE($weapon)} against {$victim}'s head.
|
||||
execution-popup-gun-initial-external = {$attacker} readies the muzzle of {THE($weapon)} against {$victim}'s head.
|
||||
execution-popup-gun-complete-internal = You blast {$victim} in the head!
|
||||
execution-popup-gun-complete-external = {$attacker} blasts {$victim} in the head!
|
||||
execution-popup-gun-clumsy-internal = You miss {$victim}'s head and shoot your foot instead!
|
||||
execution-popup-gun-clumsy-external = {$attacker} misses {$victim} and shoots {POSS-ADJ($attacker)} foot instead!
|
||||
execution-popup-gun-empty = {CAPITALIZE(THE($weapon))} clicks.
|
||||
|
||||
execution-popup-melee-initial-internal = You ready {THE($weapon)} against {$victim}'s throat.
|
||||
execution-popup-melee-initial-external = {$attacker} readies {POSS-ADJ($attacker)} {$weapon} against the throat of {$victim}.
|
||||
execution-popup-melee-complete-internal = You slit the throat of {$victim}!
|
||||
execution-popup-melee-complete-external = {$attacker} slits the throat of {$victim}!
|
||||
@@ -1,4 +1,4 @@
|
||||
butcherable-different-tool = You need a different tool to butcher { THE($target) }.
|
||||
butcherable-different-tool = You are going to need a different tool to butcher { THE($target) }.
|
||||
butcherable-knife-butchered-success = You butcher { THE($target) } with { THE($knife) }.
|
||||
butcherable-need-knife = Use a sharp object to butcher { THE($target) }.
|
||||
butcherable-not-in-container = { CAPITALIZE(THE($target)) } can't be in a container.
|
||||
|
||||
@@ -6,8 +6,6 @@
|
||||
description: A small piece of crystal.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Sprite
|
||||
layers:
|
||||
- sprite: Objects/Materials/Shards/crystal.rsi
|
||||
|
||||
@@ -5,8 +5,6 @@
|
||||
description: It's a shard of some unknown material.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Sprite
|
||||
layers:
|
||||
- sprite: Objects/Materials/Shards/shard.rsi
|
||||
|
||||
@@ -5,8 +5,6 @@
|
||||
description: In Space Glasgow this is called a conversation starter.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: MeleeWeapon
|
||||
attackRate: 1.5
|
||||
damage:
|
||||
|
||||
@@ -19,7 +19,6 @@
|
||||
path: /Audio/Weapons/Guns/Empty/lmg_empty.ogg
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
# No chamber because HMG may want its own
|
||||
|
||||
- type: entity
|
||||
|
||||
@@ -60,7 +60,6 @@
|
||||
price: 500
|
||||
- type: UseDelay
|
||||
delay: 1
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: L6 SAW
|
||||
|
||||
@@ -19,7 +19,6 @@
|
||||
containers:
|
||||
ballistic-ammo: !type:Container
|
||||
ents: []
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: china lake
|
||||
|
||||
@@ -65,7 +65,6 @@
|
||||
- type: Appearance
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: viper
|
||||
|
||||
@@ -49,7 +49,6 @@
|
||||
gun_chamber: !type:ContainerSlot
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: AKMS
|
||||
|
||||
@@ -54,7 +54,6 @@
|
||||
gun_chamber: !type:ContainerSlot
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: Atreides
|
||||
|
||||
@@ -42,7 +42,6 @@
|
||||
ents: []
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: Bulldog
|
||||
@@ -99,7 +98,6 @@
|
||||
- type: Appearance
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: double-barreled shotgun
|
||||
|
||||
@@ -36,7 +36,6 @@
|
||||
ents: []
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: Kardashev-Mosin
|
||||
|
||||
@@ -36,4 +36,3 @@
|
||||
quickEquip: false
|
||||
slots:
|
||||
- Belt
|
||||
- type: Execution
|
||||
|
||||
@@ -107,7 +107,6 @@
|
||||
containers:
|
||||
storagebase: !type:Container
|
||||
ents: []
|
||||
- type: Execution
|
||||
|
||||
# shoots bullets instead of throwing them, no other changes
|
||||
- type: entity
|
||||
|
||||
@@ -5,8 +5,6 @@
|
||||
description: A grotesque blade made out of bone and flesh that cleaves through people as a hot knife through butter.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/armblade.rsi
|
||||
state: icon
|
||||
|
||||
@@ -8,8 +8,6 @@
|
||||
tags:
|
||||
- FireAxe
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/fireaxe.rsi
|
||||
state: icon
|
||||
|
||||
@@ -7,8 +7,6 @@
|
||||
tags:
|
||||
- Knife
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Utensil
|
||||
types:
|
||||
- Knife
|
||||
|
||||
@@ -1,21 +1,10 @@
|
||||
- type: entity
|
||||
name: Sword
|
||||
parent: BaseItem
|
||||
id: BaseSword
|
||||
description: A sharp sword.
|
||||
abstract: true
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: captain's sabre
|
||||
parent: BaseSword
|
||||
parent: BaseItem
|
||||
id: CaptainSabre
|
||||
description: A ceremonial weapon belonging to the captain of the station.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/captain_sabre.rsi
|
||||
state: icon
|
||||
@@ -37,13 +26,15 @@
|
||||
- type: Tag
|
||||
tags:
|
||||
- CaptainSabre
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: katana
|
||||
parent: BaseSword
|
||||
parent: BaseItem
|
||||
id: Katana
|
||||
description: Ancient craftwork made with not so ancient plasteel.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Tag
|
||||
tags:
|
||||
- Katana
|
||||
@@ -60,6 +51,7 @@
|
||||
- type: Item
|
||||
size: Normal
|
||||
sprite: Objects/Weapons/Melee/katana.rsi
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: energy katana
|
||||
@@ -94,10 +86,11 @@
|
||||
|
||||
- type: entity
|
||||
name: machete
|
||||
parent: BaseSword
|
||||
parent: BaseItem
|
||||
id: Machete
|
||||
description: A large, vicious looking blade.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Tag
|
||||
tags:
|
||||
- Machete
|
||||
@@ -114,13 +107,15 @@
|
||||
- type: Item
|
||||
size: Normal
|
||||
sprite: Objects/Weapons/Melee/machete.rsi
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: claymore
|
||||
parent: BaseSword
|
||||
parent: BaseItem
|
||||
id: Claymore
|
||||
description: An ancient war blade.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/claymore.rsi
|
||||
state: icon
|
||||
@@ -138,13 +133,15 @@
|
||||
sprite: Objects/Weapons/Melee/claymore.rsi
|
||||
slots:
|
||||
- back
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: cutlass
|
||||
parent: BaseSword
|
||||
parent: BaseItem
|
||||
id: Cutlass
|
||||
description: A wickedly curved blade, often seen in the hands of space pirates.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Tag
|
||||
tags:
|
||||
- Machete
|
||||
@@ -161,13 +158,15 @@
|
||||
- type: Item
|
||||
size: Normal
|
||||
sprite: Objects/Weapons/Melee/cutlass.rsi
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: The Throngler
|
||||
parent: BaseSword
|
||||
parent: BaseItem
|
||||
id: Throngler
|
||||
description: Why would you make this?
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/Throngler2.rsi
|
||||
state: icon
|
||||
@@ -191,3 +190,4 @@
|
||||
- type: Item
|
||||
size: Ginormous
|
||||
sprite: Objects/Weapons/Melee/Throngler-in-hand.rsi
|
||||
- type: DisarmMalus
|
||||
|
||||
Reference in New Issue
Block a user