* 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>
* Creat Execution Component and add to sharp items
* Kill Server ExecutionSystem. Create ExecutionSystem in shared. Create ActiveExecution Component.
Transferred the Execution system into shared. Heavily re-wrote the system in order to reduce duplication,
and remove gun code from the system.
The melee weapon modifier which was dependant on swing rate was removed.
The ActiveExecutionComponent was created in order to apply the damage modifier to the shot from a gun execution.
It is added just before the gun fires and removed after an attempt is made.
* Fix bugs
The execution completed text will now only show up if the gun fires.
The client also no longer crashes because I forgot to network the component.
* Remove clumsy text
* Make BaseSword abstract
* Add ExecutionComponent to every weapon
* Fix bug
* Remove execution comp from battery weapons
Currently the gun system does not have a way to alter hitscan damage like it does with projectiles.
* Cleanup
* Revert "Remove clumsy text"
This reverts commit a46da6448d5d179a4e936f9213d5622bedb58a16.
* Actually fix the ExecutionSystem
Everything about the shot goes through the gun system now.
The Damage multiplier is only applied when a projectile impacts the target so people that get in the way don't get hit
with 9 times damage for no reason.
In order to make suicides work I needed to create fake EntityCoordinates because the gun system and the projectile
system do not play well with a projectile that has the same start and end position.
* Make launchers able to execute
* Fix prediction bug
The OnAmmoShotEvent is only raised on the server.
* Readd ability for clowns to accidentally shoot themselves while executing
* Cleanup
* Reset melee cooldown to initial value
* Address reviews fix bug
Addressed reviews on overriding messages.
Now I actually mark doafters as handled.
Return normal cooldown to some meleeweapons I forgot on the previous commit.
* Address Reviews
Remove duplication
* Exorcise codebase
Remove evil null coercion that I was sure I removed a while ago
* Address reviews again
* Remove melee weapon attack logic and rely on the system. Remove gun and
melee checks.
* Make system functional again and cleanup
* Remove code I forgot to remove
* Cleanup
* stalled
* Selectively revert gun penetration
The collision layer check doesn't work and I don't have time to fix it.
* Fixes
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* turret go boom
* fix ammo
* universal function name
* Also explodes when destroyed
* comment added
* Triggerwhenemptycomponent added
* comment adjusted
* Updated uplink description
* Moved to own event file
* file namespace
* rerun tests
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Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>