Clown shoes make you waddle, as God intended (#26338)
* Clown shoes make you waddle, as God intended * OOPS * Toned down, client system name fix * Tidy namespacing for @deltanedas * Refactor to handle prediction better, etc. * Resolve PR comments.
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31
Content.Client/Clothing/Systems/WaddleClothingSystem.cs
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31
Content.Client/Clothing/Systems/WaddleClothingSystem.cs
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using Content.Shared.Clothing.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Inventory.Events;
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namespace Content.Client.Clothing.Systems;
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public sealed class WaddleClothingSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WaddleWhenWornComponent, GotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<WaddleWhenWornComponent, GotUnequippedEvent>(OnGotUnequipped);
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}
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private void OnGotEquipped(EntityUid entity, WaddleWhenWornComponent comp, GotEquippedEvent args)
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{
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var waddleAnimComp = EnsureComp<WaddleAnimationComponent>(args.Equipee);
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waddleAnimComp.AnimationLength = comp.AnimationLength;
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waddleAnimComp.HopIntensity = comp.HopIntensity;
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waddleAnimComp.RunAnimationLengthMultiplier = comp.RunAnimationLengthMultiplier;
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waddleAnimComp.TumbleIntensity = comp.TumbleIntensity;
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}
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private void OnGotUnequipped(EntityUid entity, WaddleWhenWornComponent comp, GotUnequippedEvent args)
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{
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RemComp<WaddleAnimationComponent>(args.Equipee);
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}
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}
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135
Content.Client/Movement/Systems/WaddleAnimationSystem.cs
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135
Content.Client/Movement/Systems/WaddleAnimationSystem.cs
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using System.Numerics;
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using Content.Client.Gravity;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Robust.Shared.Timing;
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namespace Content.Client.Movement.Systems;
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public sealed class WaddleAnimationSystem : EntitySystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly GravitySystem _gravity = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<WaddleAnimationComponent, MoveInputEvent>(OnMovementInput);
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SubscribeLocalEvent<WaddleAnimationComponent, StartedWaddlingEvent>(OnStartedWalking);
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SubscribeLocalEvent<WaddleAnimationComponent, StoppedWaddlingEvent>(OnStoppedWalking);
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SubscribeLocalEvent<WaddleAnimationComponent, AnimationCompletedEvent>(OnAnimationCompleted);
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}
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private void OnMovementInput(EntityUid entity, WaddleAnimationComponent component, MoveInputEvent args)
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{
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// Prediction mitigation. Prediction means that MoveInputEvents are spammed repeatedly, even though you'd assume
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// they're once-only for the user actually doing something. As such do nothing if we're just repeating this FoR.
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if (!_timing.IsFirstTimePredicted)
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{
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return;
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}
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if (!args.HasDirectionalMovement && component.IsCurrentlyWaddling)
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{
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component.IsCurrentlyWaddling = false;
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var stopped = new StoppedWaddlingEvent(entity);
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RaiseLocalEvent(entity, ref stopped);
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return;
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}
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// Only start waddling if we're not currently AND we're actually moving.
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if (component.IsCurrentlyWaddling || !args.HasDirectionalMovement)
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return;
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component.IsCurrentlyWaddling = true;
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var started = new StartedWaddlingEvent(entity);
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RaiseLocalEvent(entity, ref started);
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}
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private void OnStartedWalking(EntityUid uid, WaddleAnimationComponent component, StartedWaddlingEvent args)
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{
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if (_animation.HasRunningAnimation(uid, component.KeyName))
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{
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return;
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}
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if (!TryComp<InputMoverComponent>(uid, out var mover))
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{
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return;
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}
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if (_gravity.IsWeightless(uid))
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{
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return;
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}
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var tumbleIntensity = component.LastStep ? 360 - component.TumbleIntensity : component.TumbleIntensity;
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var len = mover.Sprinting ? component.AnimationLength * component.RunAnimationLengthMultiplier : component.AnimationLength;
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component.LastStep = !component.LastStep;
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component.IsCurrentlyWaddling = true;
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var anim = new Animation()
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{
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Length = TimeSpan.FromSeconds(len),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Rotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(tumbleIntensity), len/2),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), len/2),
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}
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},
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(new Vector2(), 0),
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new AnimationTrackProperty.KeyFrame(component.HopIntensity, len/2),
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new AnimationTrackProperty.KeyFrame(new Vector2(), len/2),
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}
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}
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}
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};
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_animation.Play(uid, anim, component.KeyName);
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}
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private void OnStoppedWalking(EntityUid uid, WaddleAnimationComponent component, StoppedWaddlingEvent args)
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{
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_animation.Stop(uid, component.KeyName);
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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{
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return;
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}
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sprite.Offset = new Vector2();
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sprite.Rotation = Angle.FromDegrees(0);
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component.IsCurrentlyWaddling = false;
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}
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private void OnAnimationCompleted(EntityUid uid, WaddleAnimationComponent component, AnimationCompletedEvent args)
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{
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var started = new StartedWaddlingEvent(uid);
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RaiseLocalEvent(uid, ref started);
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}
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}
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@@ -0,0 +1,35 @@
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using System.Numerics;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// Defines something as causing waddling when worn.
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/// </summary>
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[RegisterComponent]
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public sealed partial class WaddleWhenWornComponent : Component
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{
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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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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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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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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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public float RunAnimationLengthMultiplier = 0.568f;
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}
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using System.Numerics;
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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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{
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public EntityUid 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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{
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public EntityUid 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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public sealed partial class WaddleAnimationComponent : Component
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{
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/// <summary>
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/// What's the name of this animation? Make sure it's unique so it can play along side other animations.
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/// This prevents someone accidentally causing two identical waddling effects to play on someone at the same time.
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/// </summary>
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[DataField]
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public string KeyName = "Waddle";
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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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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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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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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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public float RunAnimationLengthMultiplier = 0.568f;
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/// <summary>
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/// Stores which step we made last, so if someone cancels out of the animation mid-step then restarts it looks more natural.
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/// </summary>
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public bool LastStep;
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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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public bool IsCurrentlyWaddling;
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}
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@@ -15,6 +15,7 @@
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parent: [ClothingShoesBaseButcherable, ClothingSlotBase]
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id: ClothingShoesClownBase
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components:
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- type: WaddleWhenWorn
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- type: ItemSlots
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slots:
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item:
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