Rework the HoS's Energy Shotgun (Varying energy consumption depending on fire-mode + re-adds a toned down self recharge.) (#32104)

* Rebalance HoS's Energy Shotgun

* SLIGHTLY Up the max charge so the gun properly recharges all of its charges, which matters a lot more with the self charge cooldown system.

* Prevent recharge cooldown if 0 power is used.

* Makes the clientside HUD actually update to reflect the changes in firecost and thus max/current charges.

* Properly fix that recharging to just under full issue instead of applying a budget fix to only the eshotgun.

* Clean up the client ammo UI fix.

* Update the self recharger component to comply with maintainer request.

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Remove code that was made redundant by a hotfix from another PR.

* Make the recharge pause on EMP, document things where needed, clean up code as per maintainer request, add a note to make the code better when power is moved to shared.

* Fix another internal issue

* Code cleanup + fix the rapid recharge verb to remove pause.

* cleanup

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
BramvanZijp
2024-12-11 17:21:04 +01:00
committed by GitHub
parent 5ba868af79
commit ce9fc82382
7 changed files with 114 additions and 11 deletions

View File

@@ -77,6 +77,7 @@ public sealed partial class GunSystem : SharedGunSystem
base.Initialize();
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<AmmoCounterComponent, ItemStatusCollectMessage>(OnAmmoCounterCollect);
SubscribeLocalEvent<AmmoCounterComponent, UpdateClientAmmoEvent>(OnUpdateClientAmmo);
SubscribeAllEvent<MuzzleFlashEvent>(OnMuzzleFlash);
// Plays animated effects on the client.
@@ -86,6 +87,11 @@ public sealed partial class GunSystem : SharedGunSystem
InitializeSpentAmmo();
}
private void OnUpdateClientAmmo(EntityUid uid, AmmoCounterComponent ammoComp, ref UpdateClientAmmoEvent args)
{
UpdateAmmoCount(uid, ammoComp);
}
private void OnMuzzleFlash(MuzzleFlashEvent args)
{
var gunUid = GetEntity(args.Uid);