SS14-26964 Clown Waddling Replicates, etc (#26983)
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@@ -1,31 +1,32 @@
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using System.Numerics;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Declares that an entity has started to waddle like a duck/clown.
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/// </summary>
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/// <param name="Entity">The newly be-waddled.</param>
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[ByRefEvent]
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public record struct StartedWaddlingEvent(EntityUid Entity)
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/// <param name="entity">The newly be-waddled.</param>
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[Serializable, NetSerializable]
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public sealed class StartedWaddlingEvent(NetEntity entity) : EntityEventArgs
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{
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public EntityUid Entity = Entity;
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public NetEntity Entity = entity;
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}
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/// <summary>
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/// Declares that an entity has stopped waddling like a duck/clown.
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/// </summary>
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/// <param name="Entity">The former waddle-er.</param>
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[ByRefEvent]
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public record struct StoppedWaddlingEvent(EntityUid Entity)
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/// <param name="entity">The former waddle-er.</param>
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[Serializable, NetSerializable]
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public sealed class StoppedWaddlingEvent(NetEntity entity) : EntityEventArgs
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{
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public EntityUid Entity = Entity;
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public NetEntity Entity = entity;
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}
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/// <summary>
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/// Defines something as having a waddle animation when it moves.
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/// </summary>
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[RegisterComponent]
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[RegisterComponent, AutoGenerateComponentState]
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public sealed partial class WaddleAnimationComponent : Component
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{
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/// <summary>
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@@ -38,26 +39,26 @@ public sealed partial class WaddleAnimationComponent : Component
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///<summary>
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/// How high should they hop during the waddle? Higher hop = more energy.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public Vector2 HopIntensity = new(0, 0.25f);
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/// <summary>
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/// How far should they rock backward and forward during the waddle?
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/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public float TumbleIntensity = 20.0f;
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/// <summary>
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/// How long should a complete step take? Less time = more chaos.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public float AnimationLength = 0.66f;
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/// <summary>
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/// How much shorter should the animation be when running?
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public float RunAnimationLengthMultiplier = 0.568f;
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/// <summary>
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@@ -68,5 +69,6 @@ public sealed partial class WaddleAnimationComponent : Component
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/// <summary>
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/// Stores if we're currently waddling so we can start/stop as appropriate and can tell other systems our state.
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/// </summary>
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[AutoNetworkedField]
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public bool IsCurrentlyWaddling;
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}
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