Make flare gun explode, damage and stun the player when used with the wrong ammo (#22349)
* Flare gun can now only be loaded with actual flares * Make flare gun loadable with other shells, but destroy it and damage and stun the user when used * tweak * Logic fix + QOL add-ons * damageOnWrongAmmo in gun component * cleanup
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@@ -10,6 +10,7 @@ using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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@@ -132,6 +133,27 @@ 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 (gun.CompatibleAmmo != null &&
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!gun.CompatibleAmmo.Exists(ammoAllowed => ammoAllowed.Equals(cartridge.Prototype))
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&& user != null)
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{
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if (gun.DamageOnWrongAmmo != null)
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Damageable.TryChangeDamage(user, gun.DamageOnWrongAmmo, origin: user);
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_stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true);
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Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gunUid);
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PopupSystem.PopupEntity(Loc.GetString("gun-component-wrong-ammo"), user.Value);
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_adminLogger.Add(LogType.EntityDelete, LogImpact.Medium, $"Shot wrong ammo by {ToPrettyString(user.Value)} deleted {ToPrettyString(gunUid)}");
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userImpulse = false;
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SetCartridgeSpent(ent!.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, user);
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Del(gunUid);
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if (cartridge.DeleteOnSpawn)
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Del(ent.Value);
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return;
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}
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if (cartridge.Count > 1)
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{
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var angles = LinearSpread(mapAngle - cartridge.Spread / 2,
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@@ -1,7 +1,11 @@
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using Content.Shared.Damage;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Shared.Weapons.Ranged.Components;
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@@ -110,6 +114,18 @@ public partial class GunComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField("resetOnHandSelected")]
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public bool ResetOnHandSelected = true;
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/// <summary>
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/// Type of ammo the gun can work with
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("compatibleAmmo")]
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public List<ProtoId<TagPrototype>>? CompatibleAmmo;
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/// <summary>
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/// Damage the gun deals when used with wrong ammo
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("damageOnWrongAmmo")]
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public DamageSpecifier? DamageOnWrongAmmo = null;
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/// <summary>
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/// How fast the projectile moves.
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/// </summary>
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@@ -6,6 +6,7 @@ gun-selected-mode = Selected {$mode}
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gun-disabled = You can't use guns!
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gun-clumsy = The gun blows up in your face!
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gun-set-fire-mode = Set to {$mode}
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gun-component-wrong-ammo = Wrong ammo!
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# SelectiveFire
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gun-SemiAuto = semi-auto
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@@ -148,4 +148,4 @@
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spread: 45 #deadly if you can get up close... otherwise, good luck doing any kind of real damage
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proto: PelletShotgunImprovised
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- type: SpentAmmoVisuals
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state: "improvised"
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state: "improvised"
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@@ -75,7 +75,7 @@
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id: PelletShotgunImprovised
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name: improvised pellet
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noSpawn: true
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parent: BaseBullet
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parent: BaseBullet
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components:
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- type: Sprite
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sprite: Objects/Weapons/Guns/Projectiles/projectiles2.rsi
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@@ -135,6 +135,9 @@
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- ItemMask
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restitution: 0.3
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friction: 0.2
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- type: Tag
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tags:
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- PelletShotgunFlare
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- type: Sprite
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sprite: Objects/Weapons/Guns/Projectiles/projectiles2.rsi
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state: buckshot-flare
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@@ -17,8 +17,13 @@
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selectedMode: SemiAuto
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availableModes:
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- SemiAuto
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compatibleAmmo:
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- PelletShotgunFlare
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soundGunshot:
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path: /Audio/Weapons/Guns/Gunshots/flaregun.ogg
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damageOnWrongAmmo:
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types:
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Blunt: 6.0
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- type: BallisticAmmoProvider
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whitelist:
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tags:
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@@ -930,6 +930,9 @@
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- type: Tag
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id: ShellShotgun
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- type: Tag
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id: PelletShotgunFlare
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- type: Tag
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id: Shiv
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