Minor fixes (#494)
* minor loadout tweaks * wooden counter * fix parry predicting * tables crafting simplify
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@@ -24,10 +24,10 @@ public sealed class CP14MeleeParrySystem : EntitySystem
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base.Initialize();
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SubscribeLocalEvent<CP14MeleeParryComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<CP14MeleeParriableComponent, AttemptMeleeEvent>(OnMeleeParriableHitAttmpt);
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SubscribeLocalEvent<CP14MeleeParriableComponent, AttemptMeleeEvent>(OnMeleeParriableHitAttempt);
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}
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private void OnMeleeParriableHitAttmpt(Entity<CP14MeleeParriableComponent> ent, ref AttemptMeleeEvent args)
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private void OnMeleeParriableHitAttempt(Entity<CP14MeleeParriableComponent> ent, ref AttemptMeleeEvent args)
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{
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ent.Comp.LastMeleeHit = _timing.CurTime;
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}
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@@ -57,7 +57,8 @@ public sealed class CP14MeleeParrySystem : EntitySystem
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_hands.TryDrop(target, parriedWeapon);
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_throwing.TryThrow(parriedWeapon, _random.NextAngle().ToWorldVec(), ent.Comp.ParryPower, target);
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_popup.PopupPredicted( Loc.GetString("cp14-successful-parry"), args.User, args.User);
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_audio.PlayPredicted(meleeParriable.ParrySound, parriedWeapon, args.User);
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_popup.PopupEntity( Loc.GetString("cp14-successful-parry"), args.User, args.User);
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_popup.PopupEntity( Loc.GetString("cp14-successful-parry"), args.HitEntities[0], args.HitEntities[0]);
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_audio.PlayPvs(meleeParriable.ParrySound, parriedWeapon);
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}
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}
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