Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/FlashProjectileComponent.cs
metalgearsloth 95995b6232 Add a LOT more dakka (#1033)
* 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>
2020-06-21 21:47:15 +02:00

59 lines
1.7 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Weapon;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Projectiles
{
/// <summary>
/// Upon colliding with an object this will flash in an area around it
/// </summary>
[RegisterComponent]
public class FlashProjectileComponent : Component, ICollideBehavior
{
public override string Name => "FlashProjectile";
private double _range;
private double _duration;
private bool _flashed;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _range, "range", 1.0);
serializer.DataField(ref _duration, "duration", 8.0);
}
public override void Initialize()
{
base.Initialize();
// Shouldn't be using this without a ProjectileComponent because it will just immediately collide with thrower
if (!Owner.HasComponent<ProjectileComponent>())
{
throw new InvalidOperationException();
}
}
void ICollideBehavior.CollideWith(IEntity entity)
{
if (_flashed)
{
return;
}
ServerFlashableComponent.FlashAreaHelper(Owner, _range, _duration);
_flashed = true;
}
// Projectile should handle the deleting
void ICollideBehavior.PostCollide(int collisionCount)
{
return;
}
}
}