* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals`
- Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem`
- (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore)
- Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity
- (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals)
- Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity.
- Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity
- Lots of prototype updates to uptake the above
* fix bad merge
* unbork robust
* blindly letting rider reformat stuff
* I guess I never cleaned up these imports at all
* feat: now vacuum cleaner can suck solutions from floor
* refactor using AbsorbentSystem instead of separate vacuum cleaner
* refactor: remove unused vacuum cleaner files
* refactor: renamed ConnectedContainerComponent to SlotBasedConnectedContainerComponent (and system)
* fix: fix invalid comp name
* fix: no more spray nozzle messaging about water inside bottles etc.
* refactor: minor refactor in SlotBasedConnectedContainerSystem and adjustments after merge
* refactor: cleanups
* refactor: renaming
* refactor: update to use _puddleSystem.GetAbsorbentReagents
* refactor: changed interactions with SlotBasedConnectedContainerSystem into events
* refactor: new sound and action delay adjusted to sound (amount tweaked a bit accordingly, almost)
* refactor: added networking for SlotBasedConnectedContainerComponent
* fix attribution for vacuum-cleaner-fast.ogg
* trying to fix multi-license for mix sound file
* remove empty line
* refactor: remove trailing whitespace
* by ref struct, brother
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Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Refactor disarms
- Move client stuff to shared
- Cleanup a bunch of stuff
- Ref events
- Fix the swing sound mispredict (I noticed it on target dummies).
* Revert this change
* minor review
* Rebiew
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Co-authored-by: Milon <milonpl.git@proton.me>
* removes otherwise unused events that broke reflectType
* that last one broke everything. this actually fixes it
* minor cleanup
* move some stuff around for optimisation
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Co-authored-by: Ruddygreat <ruddygreat1@gmail.com>
* Initial commit
* Removed mention of StationAiTurretComponent (for now)
* Prep for moving out of draft
* Fixing merge conflict
* Re-added new net frequencies to AI turrets
* Removed turret control content
* Removed unintended change
* Final tweaks
* Fixed incorrect file name
* Improvement to fire mode handling
* Addressed review comments
* Updated how turret wire panel auto-closing is handled
* Ranged NPCs no longer waste shots on stunned targets
* Fixed bug in tracking broken state
* Addressed review comments
* Bug fix
* Removed unnecessary event call
* Pass user to effects to properly fix double muzzle flash.
* Use gun when user is null.
* Update MuzzleFlashEvent.cs
* Update MuzzleFlashEvent.cs
* Update GunSystem.cs
* Update SharedGunSystem.cs
* Update MuzzleFlashEvent.cs
* Update SharedGunSystem.cs
* Update SharedGunSystem.cs
* Update Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
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Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* 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
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Rework flaregun and add security shell gun
* Make flare gun twice as likely to appear in emergency lockers
* Security shell gun can now fire lethal shells like the flare gun used to be able to.
* Rebalance the sec shell gun material cost to primarily be steel instead of plastic
* Define the ShellShotgunLight tag in tags.yml
* Leave the no lethal shells for normal flareguns to a different PR.
* Move a comment to re-run checks.
* Bye bye lethal shells from plastic guns.
* Fix weird whitespace issue.
* Make the sec shell gun inherit the normal flare gun.
* Remove the rack verb and update the sec shell gun description
* Remove the ability to fire lethals from flare guns, pending blowing up the gun
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Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Power stuff
- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.
* big update
* boing
* melee executions
* fix damage bug
* cleanup
* address reviews hopefully
* resistance bypass mechanic
* component changes
* self executions (not finished yet)
* self execs part two
* ok i fixed things (still not finished)
* finish everything
* review stuff
* nuke if (kind = special)
* more review stuffs
* Make suicide system much less hardcoded and make much more use of events
* Fix a dumb bug I introduced
* self execution popups
* Integration tests
* Why did they even take 0.5 blunt damage?
* More consistent integration tests
* Destructive equals true
* Allow it to dirty-dispose
* IS THIS WHAT YOU WANT?
* FRESH AND CLEAN
* modifier to multiplier
* don't jinx the integration tests
* no file-scoped namespace
* Move the rest of execution to shared, create SuicideGhostEvent
* handled
* Get rid of unused code and add a comment
* ghost before suicide
* stop cat suicides
* popup fix + small suicide change
* make it a bit better
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Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
* Add access to gun components
Found from an rmc14 PR.
* Admin verbs proving why access needs to exist
* Someone is probably going to post this pr to le reddit and complain about self-merges.
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
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Co-authored-by: plykiya <plykiya@protonmail.com>