Making smites funnier (#9524)
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@@ -174,7 +174,7 @@ public sealed class MagicSystem : EntitySystem
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// This is shit but you get the idea.
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// This is shit but you get the idea.
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var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized);
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var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized);
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if (!_mapManager.TryGetGrid(casterXform.GridID, out var mapGrid))
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if (!_mapManager.TryGetGrid(casterXform.GridUid, out var mapGrid))
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return new List<EntityCoordinates>();
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return new List<EntityCoordinates>();
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if (!directionPos.TryGetTileRef(out var tileReference, EntityManager, _mapManager))
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if (!directionPos.TryGetTileRef(out var tileReference, EntityManager, _mapManager))
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@@ -273,6 +273,10 @@ public sealed class MagicSystem : EntitySystem
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if (ev.Handled)
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if (ev.Handled)
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return;
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return;
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var direction = Transform(ev.Target).MapPosition.Position - Transform(ev.Performer).MapPosition.Position;
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var impulseVector = direction * 10000;
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Comp<PhysicsComponent>(ev.Target).ApplyLinearImpulse(impulseVector);
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if (!TryComp<BodyComponent>(ev.Target, out var body))
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if (!TryComp<BodyComponent>(ev.Target, out var body))
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return;
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return;
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