* Revert "Weapon Reflection Movement Mechanic (#27219)"
This reverts commit b90373356e.
# Conflicts:
# Content.Shared/Alert/AlertType.cs
# Content.Shared/Weapons/Reflect/ReflectSystem.cs
* Add myself to codeowners
* Add myself to codeowners
* Also the alerts
This commit is contained in:
@@ -24,7 +24,6 @@
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- category: Thirst
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- alertType: Magboots
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- alertType: Pacified
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- alertType: Deflecting
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- type: entity
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id: AlertSpriteView
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@@ -475,11 +474,3 @@
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state: critical
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name: Debug6
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description: Debug
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- type: alert
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id: Deflecting
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icons:
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- sprite: /Textures/Interface/Alerts/deflecting.rsi
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state: deflecting0
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name: alerts-deflecting-name
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description: alerts-deflecting-desc
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@@ -84,7 +84,6 @@
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description: anomaly-behavior-reflect
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components:
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- type: Reflect
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innate: true
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reflectProb: 0.5
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reflects:
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- Energy
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@@ -96,7 +96,6 @@
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Heat: 0.4 # this technically means it protects against fires pretty well? -heat is just for lasers and stuff, not atmos temperature
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- type: Reflect
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reflectProb: 1
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innate: true # armor grants a passive shield that does not require concentration to maintain
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reflects:
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- Energy
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@@ -56,7 +56,6 @@
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- type: Perishable
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- type: Reflect
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reflectProb: 0.7
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innate: true
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reflects:
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- Energy
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- type: Fixtures
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@@ -313,7 +313,7 @@
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name: mirror shield
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parent: BaseShield
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id: MirrorShield
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description: Glows an eerie red. You hear the Geometer whispering...
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description: Eerily glows red... you hear the geometer whispering
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components:
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- type: Sprite
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state: mirror-icon
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@@ -321,7 +321,6 @@
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heldPrefix: mirror
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- type: Reflect
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reflectProb: 0.95
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innate: true
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reflects:
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- Energy
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- type: Blocking #Mirror shield reflects heat/laser, but is relatively weak to everything else.
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@@ -409,7 +408,6 @@
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- type: Reflect
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enabled: false
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reflectProb: 0.95
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innate: true
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reflects:
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- Energy
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- type: Blocking
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@@ -78,8 +78,6 @@
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malus: 0
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- type: Reflect
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enabled: false
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reflectProb: 0.5
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minReflectProb: 0.25
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- type: IgnitionSource
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temperature: 700
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@@ -220,7 +218,7 @@
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name: double-bladed energy sword
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parent: EnergySword
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id: EnergySwordDouble
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description: Syndicate Command's intern thought that having only one blade on energy swords was not cool enough. This can be stored in pockets.
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description: Syndicate Command Interns thought that having one blade on the energy sword was not enough. This can be stored in pockets.
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components:
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- type: EnergySword
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- type: ItemToggle
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@@ -271,8 +269,7 @@
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size: Small
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sprite: Objects/Weapons/Melee/e_sword_double-inhands.rsi
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- type: Reflect
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reflectProb: .80
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minReflectProb: .65
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reflectProb: .75
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spread: 75
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- type: UseDelay
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delay: 1
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@@ -13,17 +13,12 @@
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attackRate: 1.5
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damage:
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types:
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Slash: 15
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Slash: 17 #cmon, it has to be at least BETTER than the rest.
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soundHit:
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path: /Audio/Weapons/bladeslice.ogg
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- type: Reflect
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enabled: true
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# Design intent: a robust captain or tot can sacrifice movement to make the most of this weapon, but they have to
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# really restrict themselves to walking speed or less.
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reflectProb: 0.5
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velocityBeforeNotMaxProb: 1.0
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velocityBeforeMinProb: 3.0
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minReflectProb: 0.1
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reflectProb: .1
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spread: 90
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- type: Item
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size: Normal
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@@ -88,9 +83,6 @@
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- Back
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- Belt
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- type: Reflect
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reflectProb: 0.3
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velocityBeforeNotMaxProb: 6.0 # don't punish ninjas for being ninjas
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velocityBeforeMinProb: 10.0
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- type: entity
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name: machete
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@@ -160,7 +152,7 @@
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wideAnimationRotation: -135
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damage:
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types:
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Slash: 15
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Slash: 16
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soundHit:
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path: /Audio/Weapons/bladeslice.ogg
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- type: Item
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@@ -172,7 +164,7 @@
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name: The Throngler
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parent: BaseItem
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id: Throngler
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description: Why would someone make this?
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description: Why would you make this?
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components:
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- type: Sharp
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- type: Sprite
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@@ -193,10 +185,7 @@
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path: /Audio/Effects/explosion_small1.ogg
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- type: Reflect
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enabled: true
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reflectProb: 0.5 # In robust hands, deflects as well as an e-sword
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velocityBeforeNotMaxProb: 1.0
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velocityBeforeMinProb: 3.0
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minReflectProb: 0.1
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reflectProb: .25
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spread: 90
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- type: Item
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size: Ginormous
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