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Merge branch 'swords' of https://github.com/AeraAuling/Delta-v-stuff …
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Content.Server/Nyanotrasen/Abilities/Oni/HeldbyOniComponent.cs
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18 changes: 18 additions & 0 deletions
18
Content.Shared/_DV/Damage/Components/BonusStaminaDamageComponent.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared._DV.Damage.Components; | ||
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/// <summary> | ||
/// Allows entities to have additional stamina damage for their melee | ||
/// and weapon attacks. | ||
/// <see cref="Shared.Damage.Events.StaminaMeleeHitEvent"/> | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class BonusStaminaDamageComponent : Component | ||
{ | ||
/// <summary> | ||
/// Multiplies the stamina damage by this much during a stamina hit event | ||
/// </summary> | ||
[DataField] | ||
public float Multiplier = 1.25f; | ||
} |
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Content.Shared/_DV/Damage/Systems/BonusStaminaDamageSystem.cs
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using Content.Shared._DV.Damage.Components; | ||
using Content.Shared.Damage.Events; | ||
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namespace Content.Shared._DV.Damage.Systems; | ||
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public sealed partial class BonusStaminaDamageSystem : EntitySystem | ||
{ | ||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<BonusStaminaDamageComponent, StaminaMeleeHitEvent>(OnStamHit); | ||
} | ||
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private void OnStamHit(Entity<BonusStaminaDamageComponent> ent, ref StaminaMeleeHitEvent args) | ||
{ | ||
args.Multiplier *= ent.Comp.Multiplier; | ||
} | ||
} |
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Content.Shared/_DV/Prying/Components/PlayerToolModifierComponent.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared._DV.Prying.Components; | ||
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/// <summary> | ||
/// Alters the interaction speed of attached entity's tools. | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class PlayerToolModifierComponent : Component | ||
{ | ||
/// <summary> | ||
/// Multiplies the time taken to perform a pry interaction on entities like | ||
/// airlocks and doors. | ||
/// <see cref="Shared.Prying.Components.GetPryTimeModifierEvent"/> | ||
/// </summary> | ||
[DataField] | ||
public float PryTimeMultiplier = 1.0f; | ||
} |
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Content.Shared/_DV/Prying/Systems/PlayerToolModifierSystem.cs
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using Content.Shared._DV.Prying.Components; | ||
using Content.Shared.Prying.Components; | ||
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namespace Content.Shared._DV.Prying.Systems; | ||
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public sealed partial class PlayerToolModifierSystem : EntitySystem | ||
{ | ||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<PlayerToolModifierComponent, GetPryTimeModifierEvent>(OnPry); | ||
} | ||
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private void OnPry(Entity<PlayerToolModifierComponent> ent, ref GetPryTimeModifierEvent args) | ||
{ | ||
args.PryTimeModifier *= ent.Comp.PryTimeMultiplier; | ||
} | ||
} |
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Content.Shared/_DV/Weapons/Ranged/Components/PlayerAccuracyModifierComponent.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared._DV.Weapons.Ranged.Components; | ||
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/// <summary> | ||
/// Alters the accuracy of attached entity's held or wielded guns via | ||
/// <see cref="Shared.Weapons.Ranged.Events.GunRefreshModifiersEvent"/>. | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class PlayerAccuracyModifierComponent : Component | ||
{ | ||
/// <summary> | ||
/// Multiplies the Min/Max angles of a gun by this amount. | ||
/// </summary> | ||
[DataField] | ||
public float SpreadMultiplier = 15f; | ||
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/// <summary> | ||
/// Maximum angle, in degrees, an entity can shoot between. | ||
/// After the SpreadMultiplier is applied, this clamp can stop the entity | ||
/// from shooting behind themselves. | ||
/// </summary> | ||
[DataField] | ||
public float MaxSpreadAngle = 180f; | ||
} |
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Content.Shared/_DV/Weapons/Ranged/Systems/PlayerAccuracyModifierSystem.cs
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using Content.Shared.Weapons.Ranged.Events; | ||
using Content.Shared._DV.Weapons.Ranged.Components; | ||
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namespace Content.Shared._DV.Weapons.Ranged.Systems; | ||
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public sealed class GunAccuracyModifierSystem : EntitySystem | ||
{ | ||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<PlayerAccuracyModifierComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers); | ||
} | ||
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private void OnGunRefreshModifiers(Entity<PlayerAccuracyModifierComponent> ent, ref GunRefreshModifiersEvent args) | ||
{ | ||
var maxSpread = MathHelper.DegreesToRadians(ent.Comp.MaxSpreadAngle); | ||
args.MinAngle = Math.Clamp(args.MinAngle * ent.Comp.SpreadMultiplier, 0f, maxSpread); | ||
args.MaxAngle = Math.Clamp(args.MaxAngle * ent.Comp.SpreadMultiplier, 0f, maxSpread); | ||
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args.AngleIncrease *= ent.Comp.SpreadMultiplier; | ||
} | ||
} |
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Content.Shared/_DV/Weapons/Ranged/Systems/SharedGunSystem.Holder.cs
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using Content.Shared.Hands; | ||
using Content.Shared.Weapons.Ranged.Components; | ||
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namespace Content.Shared.Weapons.Ranged.Systems; | ||
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public abstract partial class SharedGunSystem | ||
{ | ||
private void InitializeHolders() | ||
{ | ||
SubscribeLocalEvent<GunComponent, GotEquippedHandEvent>(OnGunEquipped); | ||
SubscribeLocalEvent<GunComponent, GotUnequippedHandEvent>(OnGunUnequipped); | ||
} | ||
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private void OnGunEquipped(Entity<GunComponent> ent, ref GotEquippedHandEvent args) | ||
{ | ||
ent.Comp.Holder = args.User; | ||
RefreshModifiers((ent, ent)); | ||
} | ||
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private void OnGunUnequipped(Entity<GunComponent> ent, ref GotUnequippedHandEvent args) | ||
{ | ||
ent.Comp.Holder = null; | ||
RefreshModifiers((ent, ent)); | ||
} | ||
} |
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Resources/Locale/en-US/_DV/guidebook/chemistry/statuseffects.ftl
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reagent-effect-status-effect-PsionicallyInsulated = psionic insulation | ||
reagent-effect-status-effect-PsionicsDisabled = inability to use psionic powers | ||
reagent-effect-status-effect-Anesthesia = surgical anesthesia |
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