Merge remote-tracking branch 'upstream/master' into ed-13-06-2024-upstream2
# Conflicts: # Content.Client/Guidebook/GuidebookSystem.cs # Content.Server/Damage/Systems/DamageOtherOnHitSystem.cs # Content.Shared/Guidebook/GuideEntry.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Resources/Prototypes/Accents/word_replacements.yml # Resources/Prototypes/Maps/arenas.yml # Resources/Prototypes/Maps/atlas.yml # Resources/Prototypes/Maps/bagel.yml # Resources/Prototypes/Maps/box.yml # Resources/Prototypes/Maps/cluster.yml # Resources/Prototypes/Maps/core.yml # Resources/Prototypes/Maps/debug.yml # Resources/Prototypes/Maps/europa.yml # Resources/Prototypes/Maps/fland.yml # Resources/Prototypes/Maps/marathon.yml # Resources/Prototypes/Maps/meta.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/omega.yml # Resources/Prototypes/Maps/origin.yml # Resources/Prototypes/Maps/packed.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Maps/train.yml # Resources/Prototypes/lobbyscreens.yml
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@@ -33,29 +33,32 @@ namespace Content.Server.Damage.Systems
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private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args)
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{
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//CrystallPunk Melee upgrade
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var damage = component.Damage;
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if (TryComp<CP14SharpenedComponent>(uid, out var sharp))
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damage *= sharp.Sharpness;
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var dmg = _damageable.TryChangeDamage(args.Target, damage, component.IgnoreResistances, origin: args.Component.Thrower);
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//CrystallPunk Melee pgrade end
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// Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying.
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if (dmg != null && HasComp<MobStateComponent>(args.Target))
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_adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision");
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if (dmg is { Empty: false })
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if (!TerminatingOrDeleted(args.Target))
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager));
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}
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//CrystallPunk Melee upgrade
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var damage = component.Damage;
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_guns.PlayImpactSound(args.Target, dmg, null, false);
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if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
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{
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var direction = body.LinearVelocity.Normalized();
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_sharedCameraRecoil.KickCamera(args.Target, direction);
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if (TryComp<CP14SharpenedComponent>(uid, out var sharp))
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damage *= sharp.Sharpness;
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var dmg = _damageable.TryChangeDamage(args.Target, damage, component.IgnoreResistances, origin: args.Component.Thrower);
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//CrystallPunk Melee pgrade end
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// Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying.
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if (dmg != null && HasComp<MobStateComponent>(args.Target))
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_adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision");
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if (dmg is { Empty: false })
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager));
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}
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_guns.PlayImpactSound(args.Target, dmg, null, false);
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if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
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{
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var direction = body.LinearVelocity.Normalized();
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_sharedCameraRecoil.KickCamera(args.Target, direction);
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}
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}
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// TODO: If more stuff touches this then handle it after.
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