Prettier window breaking (#2368)
* Put the damage in the windows * add crack overlays * Window cracking * glass related sounds * let's use a valid state * run optipng on these for posterity * Examine damage descriptions * add "Constructible" to dictionary * Downmix stereo effects to mono * breaking and knocking * Add shard etc. sprites * shard inhands * more sprite wrangling * Expand destructiblecomponent drop system + implement it for windows * Shard descriptions * Random sprite component * no nullbabby * Random destroysounds * random offset on destructible drops * fix fucked yaml * sound collections * random pitch for knocking * Localization * hascomponent * better spawnondestroy * missed one
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@@ -1,4 +1,5 @@
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using Content.Client.GameObjects.EntitySystems;
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using System.Diagnostics.CodeAnalysis;
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using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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@@ -34,14 +35,33 @@ namespace Content.Client.GameObjects.Components
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new WindowSmoothDirtyEvent(Owner));
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var state0 = $"{_stateBase}0";
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const string cracksRSIPath = "/Textures/Constructible/Structures/Windows/cracks.rsi";
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_sprite.LayerMapSet(CornerLayers.SE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SE, SpriteComponent.DirectionOffset.None);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetShader(WindowDamageLayers.DamageSE, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSE, false);
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_sprite.LayerMapSet(CornerLayers.NE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerSetShader(WindowDamageLayers.DamageNE, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNE, false);
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_sprite.LayerMapSet(CornerLayers.NW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerSetShader(WindowDamageLayers.DamageNW, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNW, false);
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_sprite.LayerMapSet(CornerLayers.SW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageSW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerSetShader(WindowDamageLayers.DamageSW, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSW, false);
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}
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/// <inheritdoc />
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@@ -91,4 +111,13 @@ namespace Content.Client.GameObjects.Components
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serializer.DataField(ref _stateBase, "base", null);
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}
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}
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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public enum WindowDamageLayers
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{
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DamageSE,
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DamageNE,
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DamageNW,
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DamageSW
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}
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}
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