Modular weapon crafting WIP (#611)
* data initalizing * modular assembling * grips and blades sprites * first prototypes * jewerly decoration * disassemble modular weapon * grip start stats * blade modifiers * inhand sprites generation * resprites inhand, add sickle, add attempt modify size * auto inhand sprite parsing * icon default parsing * spear blade * mace ball * sword blade * sharedization + autonetwork hotswipe * wielding sprite support! * iron long grip * wielded sickle, fix ERROR sprite if state not added * Update grips.yml * wielded spear + ruby rework * wielding damage bonus modifier * modular size fix * fix storedOffset rotation * parts offset * fix inheriting modifiers * some bugfix and balance tweaks * DPS Meter * fix dividing by zero * rebalance * replace baseknife to modular knife. Delete ice knife spell * sickle and mace modular replace * modular spear & sword replacement. add wielded icons * Update CP14DPSMeterSystem.cs * back to serverization * grip disassemble drop again * clothing sprite generation code * back slot long grips and mace * remove jewerly slot, add more clothing states * finish clothing states * shovel modular * YEEEEE * anvil modular craft * bugfixes * more integration check fixes
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@@ -160,8 +160,9 @@ public sealed class ItemGridPiece : Control, IEntityControl
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}
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// typically you'd divide by two, but since the textures are half a tile, this is done implicitly
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var iconPosition = new Vector2((boundingGrid.Width + 1) * size.X + itemComponent.StoredOffset.X * 2,
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(boundingGrid.Height + 1) * size.Y + itemComponent.StoredOffset.Y * 2);
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var iconPosition = new Vector2(
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(boundingGrid.Width + 1) * size.X + Location.Rotation.RotateVec(itemComponent.StoredOffset).X * 2,
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(boundingGrid.Height + 1) * size.Y + Location.Rotation.RotateVec(itemComponent.StoredOffset).Y * 2);
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var iconRotation = Location.Rotation + Angle.FromDegrees(itemComponent.StoredRotation);
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if (itemComponent.StoredSprite is { } storageSprite)
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