Fix effects (#27533)
* Fix effects - Fix muzzle flash rotations. - Fix effects so they update every frame. - Fix effects tanking client performance. * Fix merge artifact
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@@ -136,7 +136,6 @@ public abstract partial class SharedGunSystem : EntitySystem
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return;
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gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
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Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
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AttemptShoot(user.Value, ent, gun);
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}
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@@ -195,7 +194,6 @@ public abstract partial class SharedGunSystem : EntitySystem
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if (gun.ShotCounter == 0)
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return;
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Log.Debug($"Stopped shooting {ToPrettyString(uid)}");
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gun.ShotCounter = 0;
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gun.ShootCoordinates = null;
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Dirty(uid, gun);
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@@ -461,7 +459,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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RemCompDeferred<AmmoComponent>(uid);
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}
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protected void MuzzleFlash(EntityUid gun, AmmoComponent component, EntityUid? user = null)
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protected void MuzzleFlash(EntityUid gun, AmmoComponent component, Angle worldAngle, EntityUid? user = null)
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{
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var attemptEv = new GunMuzzleFlashAttemptEvent();
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RaiseLocalEvent(gun, ref attemptEv);
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@@ -473,7 +471,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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if (sprite == null)
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return;
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var ev = new MuzzleFlashEvent(GetNetEntity(gun), sprite, user == gun);
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var ev = new MuzzleFlashEvent(GetNetEntity(gun), sprite, worldAngle);
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CreateEffect(gun, ev, user);
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}
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@@ -522,7 +520,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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Dirty(gun);
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}
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protected abstract void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null);
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protected abstract void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null);
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/// <summary>
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/// Used for animated effects on the client.
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