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