Merge remote-tracking branch 'upstream/stable' into ed-27-05-2025-upstream-sync

# Conflicts:
#	.github/CODEOWNERS
#	Content.Client/Guidebook/Controls/GuideReagentReaction.xaml.cs
#	Content.IntegrationTests/Tests/Chemistry/TryAllReactionsTest.cs
#	Content.Server/Procedural/DungeonJob/DungeonJob.OreDunGen.cs
#	Resources/Prototypes/Entities/Effects/chemistry_effects.yml
#	Resources/Prototypes/Entities/Mobs/Customization/Markings/human_hair.yml
#	Resources/Prototypes/GameRules/meteorswarms.yml
#	Resources/Prototypes/Procedural/dungeon_configs.yml
This commit is contained in:
Ed
2025-05-27 12:21:14 +03:00
1165 changed files with 76878 additions and 44718 deletions

View File

@@ -52,7 +52,7 @@ public sealed partial class MeleeWeaponSystem
{
if (user != weapon
&& TryComp(weapon, out SpriteComponent? weaponSpriteComponent))
sprite.CopyFrom(weaponSpriteComponent);
_sprite.CopySprite((weapon, weaponSpriteComponent), (animationUid, sprite));
spriteRotation = meleeWeaponComponent.WideAnimationRotation;
@@ -62,7 +62,7 @@ public sealed partial class MeleeWeaponSystem
length = meleeWeaponComponent.CPAnimationLength; //CrystallEdge Melee upgrade
offset = meleeWeaponComponent.CPAnimationOffset; //CrystallEdge Melee upgrade
}
sprite.Rotation = localPos.ToWorldAngle();
_sprite.SetRotation((animationUid, sprite), localPos.ToWorldAngle());
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
var xform = _xformQuery.GetComponent(animationUid);
@@ -80,7 +80,7 @@ public sealed partial class MeleeWeaponSystem
case WeaponArcAnimation.Thrust:
track = EnsureComp<TrackUserComponent>(animationUid);
track.User = user;
_animation.Play(animationUid, GetThrustAnimation(sprite, distance, spriteRotation), ThrustAnimationKey);
_animation.Play(animationUid, GetThrustAnimation((animationUid, sprite), distance, spriteRotation), ThrustAnimationKey);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
break;
@@ -154,13 +154,13 @@ public sealed partial class MeleeWeaponSystem
};
}
private Animation GetThrustAnimation(SpriteComponent sprite, float distance, Angle spriteRotation)
private Animation GetThrustAnimation(Entity<SpriteComponent> sprite, float distance, Angle spriteRotation)
{
const float thrustEnd = 0.05f;
const float length = 0.15f;
var startOffset = sprite.Rotation.RotateVec(new Vector2(0f, -distance / 5f));
var endOffset = sprite.Rotation.RotateVec(new Vector2(0f, -distance));
sprite.Rotation += spriteRotation;
var startOffset = sprite.Comp.Rotation.RotateVec(new Vector2(0f, -distance / 5f));
var endOffset = sprite.Comp.Rotation.RotateVec(new Vector2(0f, -distance));
_sprite.SetRotation(sprite.AsNullable(), sprite.Comp.Rotation + spriteRotation);
return new Animation()
{