* 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>
61 lines
2.2 KiB
C#
61 lines
2.2 KiB
C#
using System;
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namespace Content.Shared.Utility
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{
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public static class ContentHelpers
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{
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/// <summary>
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/// Assigns the value <paramref name="actual" /> going from 0 to <paramref name="max" />
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/// such that it is divided into a set of (amount <paramref name="levels" />) "levels".
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/// Rounding is performed to the "middle" so that the highest and lowest levels are only assigned
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/// if <paramref name="actual" /> is exactly <paramref name="max" /> or 0.
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/// </summary>
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/// <example>
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/// Say you have a progress bar going from 0 -> 100 inclusive and you want to map this to 6 sprite states (0, 4 intermediates and full).
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/// This method allows you to easily map this progress bar to the sprite states.
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/// </example>
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/// <param name="levels">The amount of levels to subdivide into.</param>
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/// <returns>An integer from 0 to <paramref name="levels" />-1.</returns>
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/// <exception cref="ArgumentException">
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/// Thrown if levels is less than 1.
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/// </exception>
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public static int RoundToLevels(double actual, double max, int levels)
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{
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if (levels <= 0)
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{
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throw new ArgumentException("Levels must be greater than 0.", nameof(levels));
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}
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if (actual >= max)
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{
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return levels - 1;
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}
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if (actual <= 0)
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{
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return 0;
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}
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var toOne = actual / max;
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double threshold;
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if (levels % 2 == 0)
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{
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// Basically, if we have an even count of levels, there's no exact "mid point".
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// Thus, I nominate the first one below the 50% mark.
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threshold = ((levels / 2f) - 1) / (levels - 1);
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}
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else
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{
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threshold = 0.5f;
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}
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var preround = toOne * (levels - 1);
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if (toOne <= threshold || levels <= 2)
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{
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return (int)Math.Ceiling(preround);
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}
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else
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{
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return (int)Math.Floor(preround);
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}
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}
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}
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}
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