* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
* Creat Execution Component and add to sharp items
* Kill Server ExecutionSystem. Create ExecutionSystem in shared. Create ActiveExecution Component.
Transferred the Execution system into shared. Heavily re-wrote the system in order to reduce duplication,
and remove gun code from the system.
The melee weapon modifier which was dependant on swing rate was removed.
The ActiveExecutionComponent was created in order to apply the damage modifier to the shot from a gun execution.
It is added just before the gun fires and removed after an attempt is made.
* Fix bugs
The execution completed text will now only show up if the gun fires.
The client also no longer crashes because I forgot to network the component.
* Remove clumsy text
* Make BaseSword abstract
* Add ExecutionComponent to every weapon
* Fix bug
* Remove execution comp from battery weapons
Currently the gun system does not have a way to alter hitscan damage like it does with projectiles.
* Cleanup
* Revert "Remove clumsy text"
This reverts commit a46da6448d5d179a4e936f9213d5622bedb58a16.
* Actually fix the ExecutionSystem
Everything about the shot goes through the gun system now.
The Damage multiplier is only applied when a projectile impacts the target so people that get in the way don't get hit
with 9 times damage for no reason.
In order to make suicides work I needed to create fake EntityCoordinates because the gun system and the projectile
system do not play well with a projectile that has the same start and end position.
* Make launchers able to execute
* Fix prediction bug
The OnAmmoShotEvent is only raised on the server.
* Readd ability for clowns to accidentally shoot themselves while executing
* Cleanup
* Reset melee cooldown to initial value
* Address reviews fix bug
Addressed reviews on overriding messages.
Now I actually mark doafters as handled.
Return normal cooldown to some meleeweapons I forgot on the previous commit.
* Address Reviews
Remove duplication
* Exorcise codebase
Remove evil null coercion that I was sure I removed a while ago
* Address reviews again
* Remove melee weapon attack logic and rely on the system. Remove gun and
melee checks.
* Make system functional again and cleanup
* Remove code I forgot to remove
* Cleanup
* stalled
* Selectively revert gun penetration
The collision layer check doesn't work and I don't have time to fix it.
* Fixes
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Revert "Make flare gun explode, damage and stun the player when used with the wrong ammo (#22349)"
This reverts commit e301378114.
# Conflicts:
# Content.Shared/Weapons/Ranged/Components/GunComponent.cs
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
* Fix revert conflicts
* Update Content.Shared/Weapons/Ranged/Components/GunComponent.cs
* Creates Content.Shared.Chemistry.Solutions
Copies Solution class to new namespace
Obsoletes old Solution class
* Switches over to the Solutions.Solution Solution
* Creates Content.Shared.Chemistry.Containers
Copies relevant components/systems to the new namespace
Obsoletes old versions
* Switches over to the Containers.XYZ namespace
* Creates SolutionSystem and obsoletes old SolutionContainerSystem methods
* Start using SolutionSystem for Solution manipulation
* EnumerateSolutions
* Move TryGetMixableSolution
* Move EnsureSolution to Server
* Create Solution Entities
* Stop using obsolete solution system methods
* Fix prototype component tests
* Add using ..Audio.Systems; back
* Wrap solution container slots in ContainerSlots
* Actually add the slot to the solution container map
* Dirty SolutionContainerComponent when ensuring solutions
* Revert namespace changes
* Remerge SolutionSystem and SolutionContainerSystem
* SolutionContainerManagerComponent refactor
* Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release
* Readd examine reagent sorting
* Fix errors
* Poke tests
* Fix solution names not being applied
* Fix WoolyComponent including statement
* Fix merge skew
* Fix compile errors
* Make reactions use solntities
* Reindent solution class namespace
* Field attribute changes
* AutoGenerateComponentState for SolutionContainerComponent
* SolutionContainerComponent -> ContainedSolutionComponent
* ref ReactionAttemptEvent
* Denetwork preinit solutions
* Misc 1
* Nullable TryGetSolution out vars
* Cache associated solutions
* Fix merge skew
* Use explicit regions in SharedSolutionContainerSystem.Capabilities
* Add debug assert
* Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent
* ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName
* SolutionComponent doc comments
* Implicit DataField names and property purge
* ReagentEffect DataField names
* Local variables for readability
* Sort using statements + Entity<T> event handlers
* Fix compile erros
* Fix compile errors
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Flare gun can now only be loaded with actual flares
* Make flare gun loadable with other shells, but destroy it and damage and stun the user when used
* tweak
* Logic fix + QOL add-ons
* damageOnWrongAmmo in gun component
* cleanup
* Added basic alternative fire mode system for the CHIMP
* Redesign of the CHIMP handcannon
- the CHIMP now has an internal rechargable battery (10 shots at 100% charge)
- it has three alternative fire modes, one for each particle type, that its user can easily switch between
- syndicate scientists have access to an experimental version which can also fire omega particles (4 TC)
- each particle type now has a distinct color and damage type: delta (red): heat, epsilon (green): radiation, zeta (yellow): shock, omega (purple): heat + radiation. This affects A.P.E.s as well
- CHIMP particles now do 10 damage (up from 5)
- all CHIMP particle cartridges have been removed from the game (including the syndicate omega particle ammo pack)
* Code revisions
* Code revisions
- Removed changes to particle damage and damage types
- The experimental CHIMP was removed from the syndicate uplink and replaced with an upgrade kit, which when used on a standard CHIMP will convert it to an experimental one
* Code revisions
- Added a 2 second DoAfter for applying the upgrade kit
* Fixed spelling mistake
* Update projectiles.yml
Removed commented code
* Update Content.Server/Weapons/Ranged/Systems/AlternativeFireModesSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Code revisions
- Implemented changes requested by EmoGarbage
- Removed UpgradeKitComponent in favor of using a construction graph
- Renamed AlternativeFireModesComponent.cs to BatteryWeaponFireModesComponent.cs
Textures
- Reverted omega particle to being a green color
- Epsilon particles are now a cyan color
* Added comments
* Revisions
- Moved BatteryWeaponFireModesComponent from Shared to Server
- Restricted access to this component to BatteryWeaponFireModesSystem
- Changed the CHIMP upgrade kit to a chip
- Updated the localization files to reflect this change
* Delete interaction-upgrade-kit-component.ftl
This file is no longer needed
* Update battery_guns.yml
Added new description for the experimental CHIMP
* Update battery_guns.yml
Updated experimental CHIMP description again...
* Fixed issue with ItemComponent
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Makes bullet casings launch a bit away from you when shooting a gun. Cycling still drops it at your feet.
---------
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>