* Start adding flashy flash * Change slop Might give a smoother decline * flashy flash * Add flashbang and flash projectiles Bang bang bang pull my flash trigger * Add collision check to area flash * Flash cleanupo * flash.ogg mixed to mono * Adjusted flash curve again * Enhancing flashes with unshaded and lights and shit Still a WIP * Add the other ballistic gun types Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns. * Re-merging branch with master Also fixed some visualizer bugs * Last cleanup Fixed some crashes Fixed Deckard sprite Fixed Hitscan effects Re-applied master changes Re-factor to using soundsystem Add some more audio effects * Cleanup flashes for merge Can put flashbangs in lockers so you don't get blinded Fix some bugs * Fix shotties Also removed some redundant code * Bulldoze some legacycode brrrrrrrrt * Fix clientignore warnings * Add the other Stunnable types to StunnableProjectile * Some gun refactoring * Removed extra visualizers * All casing ejections use the same code * Speed loaders can have their ammo pulled out * Bolt sound less loud * Stop ThrowController from throwing * Fix speed loader visuals * Update hitscan collision mask and fix typo * Cleanup * Fit hitscan and flashbang collisions * Use the new flags support * Update taser placeholder description * Update protonames per style guide * Add yaml flag support for gun firerates * Cleanup crew * Fix Audio up (components, audio file, + remove global sounds) * Add server-side recoil back-in (forgot that I was testing this client-side) * Add Flag support for fire-rate selectors * Wrong int you dolt * Fix AI conflicts Haha ranged bulldozer go BRR (I'll rewrite it after the other AI systems are done). * Mix bang.ogg from stereo to mono * Make sure serializer's reading for guns Fixes integration test * Change EntitySystem calls to use the static function Also removed the Pumpbarrel commented-out code * Change StunnableProjectile defaults to 0 * Fix taser paralyse Apparently removing defaults means you have to specify the values, whodathunkit * Add slowdown to stunnableprojectiles and fix tasers * Remove FlagsFor from gun components Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
79 lines
2.7 KiB
C#
79 lines
2.7 KiB
C#
using System;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Weapons;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Server.GameObjects.Components.Weapon
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{
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[RegisterComponent]
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public sealed class ServerFlashableComponent : SharedFlashableComponent
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{
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private double _duration;
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private TimeSpan _lastFlash;
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public void Flash(double duration)
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{
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var timing = IoCManager.Resolve<IGameTiming>();
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_lastFlash = timing.CurTime;
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_duration = duration;
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Dirty();
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}
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public override ComponentState GetComponentState()
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{
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return new FlashComponentState(_duration, _lastFlash);
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}
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public static void FlashAreaHelper(IEntity source, double range, double duration, string sound = null)
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{
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var physicsManager = IoCManager.Resolve<IPhysicsManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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foreach (var entity in entityManager.GetEntities(new TypeEntityQuery(typeof(ServerFlashableComponent))))
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{
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if (source.Transform.MapID != entity.Transform.MapID ||
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entity == source)
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{
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continue;
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}
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var direction = entity.Transform.WorldPosition - source.Transform.WorldPosition;
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if (direction.Length > range)
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{
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continue;
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}
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// Direction will be zero if they're hit with the source only I think
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if (direction == Vector2.Zero)
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{
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continue;
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}
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var ray = new CollisionRay(source.Transform.WorldPosition, direction.Normalized, (int) CollisionGroup.Opaque);
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var rayCastResults = physicsManager.IntersectRay(source.Transform.MapID, ray, direction.Length, source, false).ToList();
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if (rayCastResults.Count == 0 ||
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rayCastResults[0].HitEntity != entity)
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{
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continue;
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}
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var flashable = entity.GetComponent<ServerFlashableComponent>();
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flashable.Flash(duration);
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}
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if (sound != null)
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{
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayAtCoords(sound, source.Transform.GridPosition);
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}
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}
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}
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}
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