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https://github.com/WWhiteDreamProject/wwdpublic.git
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Add conditional camera offset based on cursor - Hristov Rework, Part 1 (#31626)
(cherry picked from commit 5c782d30283d5e3661e1ce6ebc6d972f12671c41)
This commit is contained in:
committed by
Spatison
parent
06c2a16480
commit
bd28f7f0dd
@@ -89,7 +89,7 @@ namespace Content.Client.Input
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human.AddFunction(ContentKeyFunctions.Arcade1);
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human.AddFunction(ContentKeyFunctions.Arcade2);
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human.AddFunction(ContentKeyFunctions.Arcade3);
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human.AddFunction(ContentKeyFunctions.LookUp);
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human.AddFunction(ContentKeyFunctions.LookUp); // WD EDIT
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// Shitmed Change Start - TODO: Add groin targeting.
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human.AddFunction(ContentKeyFunctions.TargetHead);
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human.AddFunction(ContentKeyFunctions.TargetTorso);
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@@ -0,0 +1,19 @@
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using System.Numerics;
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using Content.Client.Movement.Systems;
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using Content.Shared.Movement.Components;
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namespace Content.Client.Movement.Components;
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[RegisterComponent]
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public sealed partial class EyeCursorOffsetComponent : SharedEyeCursorOffsetComponent
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{
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/// <summary>
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/// The location the offset will attempt to pan towards; based on the cursor's position in the game window.
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/// </summary>
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public Vector2 TargetPosition = Vector2.Zero;
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/// <summary>
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/// The current positional offset being applied. Used to enable gradual panning.
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/// </summary>
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public Vector2 CurrentPosition = Vector2.Zero;
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}
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@@ -1,6 +1,7 @@
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using System.Numerics;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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namespace Content.Client.Movement.Systems;
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@@ -52,4 +53,14 @@ public sealed class ContentEyeSystem : SharedContentEyeSystem
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{
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RaisePredictiveEvent(new RequestEyeEvent(drawFov, drawLight));
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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var eyeEntities = AllEntityQuery<ContentEyeComponent, EyeComponent>();
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while (eyeEntities.MoveNext(out var entity, out ContentEyeComponent? contentComponent, out EyeComponent? eyeComponent))
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{
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UpdateEyeOffset((entity, eyeComponent));
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}
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}
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}
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127
Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs
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127
Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs
Normal file
@@ -0,0 +1,127 @@
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using System.Numerics;
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using Content.Client.Movement.Components;
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using Content.Shared.Camera;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Shared.Map;
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using Robust.Client.Player;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Player;
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namespace Content.Client.Movement.Systems;
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public partial class EyeCursorOffsetSystem : EntitySystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedContentEyeSystem _contentEye = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IClyde _clyde = default!;
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// This value is here to make sure the user doesn't have to move their mouse
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// all the way out to the edge of the screen to get the full offset.
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static private float _edgeOffset = 0.9f;
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private static bool _toggled; // WD EDIT
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EyeCursorOffsetComponent, GetEyeOffsetEvent>(OnGetEyeOffsetEvent);
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// WD EDIT START
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.LookUp, new EyeOffsetInputCmdHandler())
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.Register<EyeCursorOffsetSystem>();
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// WD EDIT END
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}
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private void OnGetEyeOffsetEvent(EntityUid uid, EyeCursorOffsetComponent component, ref GetEyeOffsetEvent args)
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{
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var offset = OffsetAfterMouse(uid, component);
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if (offset == null)
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return;
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args.Offset += offset.Value;
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}
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public Vector2? OffsetAfterMouse(EntityUid uid, EyeCursorOffsetComponent? component)
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{
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// WD EDIT START
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if (!_toggled)
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return null;
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// WD EDIT END
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var localPlayer = _player.LocalPlayer?.ControlledEntity;
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var mousePos = _inputManager.MouseScreenPosition;
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var screenSize = _clyde.MainWindow.Size;
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var minValue = MathF.Min(screenSize.X / 2, screenSize.Y / 2) * _edgeOffset;
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var mouseNormalizedPos = new Vector2(-(mousePos.X - screenSize.X / 2) / minValue, (mousePos.Y - screenSize.Y / 2) / minValue); // X needs to be inverted here for some reason, otherwise it ends up flipped.
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if (localPlayer == null)
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return null;
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var playerPos = _transform.GetWorldPosition(localPlayer.Value);
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if (component == null)
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{
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component = EnsureComp<EyeCursorOffsetComponent>(uid);
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}
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// Doesn't move the offset if the mouse has left the game window!
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if (mousePos.Window != WindowId.Invalid)
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{
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// The offset must account for the in-world rotation.
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var eyeRotation = _eyeManager.CurrentEye.Rotation;
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var mouseActualRelativePos = Vector2.Transform(mouseNormalizedPos, System.Numerics.Quaternion.CreateFromAxisAngle(-System.Numerics.Vector3.UnitZ, (float)(eyeRotation.Opposite().Theta))); // I don't know, it just works.
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// Caps the offset into a circle around the player.
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mouseActualRelativePos *= component.MaxOffset;
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if (mouseActualRelativePos.Length() > component.MaxOffset)
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{
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mouseActualRelativePos = mouseActualRelativePos.Normalized() * component.MaxOffset;
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}
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component.TargetPosition = mouseActualRelativePos;
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//Makes the view not jump immediately when moving the cursor fast.
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if (component.CurrentPosition != component.TargetPosition)
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{
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Vector2 vectorOffset = component.TargetPosition - component.CurrentPosition;
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if (vectorOffset.Length() > component.OffsetSpeed)
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{
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vectorOffset = vectorOffset.Normalized() * component.OffsetSpeed;
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}
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component.CurrentPosition += vectorOffset;
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}
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}
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return component.CurrentPosition;
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}
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// WD EDIT START
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private sealed class EyeOffsetInputCmdHandler : InputCmdHandler
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{
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public override bool HandleCmdMessage(
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IEntityManager entManager,
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ICommonSession? session,
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IFullInputCmdMessage message
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)
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{
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if (session?.AttachedEntity == null)
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return false;
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_toggled = message.State == BoundKeyState.Down;
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return false;
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}
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}
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// WD EDIT END
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}
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@@ -1,6 +1,6 @@
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using System.Numerics;
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using Content.Client.Stylesheets;
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using Content.Shared._White;
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using Content.Shared._White.CCVar;
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using Content.Shared.CCVar;
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using Content.Shared.Input;
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using Robust.Client.AutoGenerated;
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@@ -57,6 +57,16 @@ namespace Content.Client.Options.UI.Tabs
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}
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}
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// WD EDIT START
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private void InitToggleLookUp()
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{
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if (_cfg.GetCVar(WhiteCVars.ToggleLookUp))
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ToggleFunctions.Add(ContentKeyFunctions.LookUp);
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else
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ToggleFunctions.Remove(ContentKeyFunctions.LookUp);
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}
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// WD EDIT END
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private void HandleToggleWalk(BaseButton.ButtonToggledEventArgs args)
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{
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_cfg.SetCVar(CCVars.ToggleWalk, args.Pressed);
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@@ -100,16 +110,51 @@ namespace Content.Client.Options.UI.Tabs
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_deferCommands.Add(_inputManager.SaveToUserData);
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}
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private void HandleHoldLookUp(BaseButton.ButtonToggledEventArgs args)
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// WD EDIT START
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private void HandleToggleLookUp(BaseButton.ButtonToggledEventArgs args)
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{
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_cfg.SetCVar(CCVars.HoldLookUp, args.Pressed);
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_cfg.SetCVar(WhiteCVars.ToggleLookUp, args.Pressed);
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_cfg.SaveToFile();
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InitToggleLookUp();
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if (!_keyControls.TryGetValue(ContentKeyFunctions.LookUp, out var keyControl))
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return;
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var bindingType = args.Pressed ? KeyBindingType.Toggle : KeyBindingType.State;
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for (var i = 0; i <= 1; i++)
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{
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var binding = (i == 0 ? keyControl.BindButton1 : keyControl.BindButton2).Binding;
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if (binding == null)
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continue;
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var registration = new KeyBindingRegistration
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{
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Function = ContentKeyFunctions.LookUp,
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BaseKey = binding.BaseKey,
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Mod1 = binding.Mod1,
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Mod2 = binding.Mod2,
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Mod3 = binding.Mod3,
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Priority = binding.Priority,
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Type = bindingType,
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CanFocus = binding.CanFocus,
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CanRepeat = binding.CanRepeat,
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};
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_deferCommands.Add(() =>
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{
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_inputManager.RemoveBinding(binding);
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_inputManager.RegisterBinding(registration);
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});
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}
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_deferCommands.Add(_inputManager.SaveToUserData);
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}
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// WD EDIT END
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private void HandleDefaultWalk(BaseButton.ButtonToggledEventArgs args)
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{
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_cfg.SetCVar(CCVars.DefaultWalk, args.Pressed);
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_cfg.SaveToFile();
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_cfg.SaveToFile();
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}
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private void HandleStaticStorageUI(BaseButton.ButtonToggledEventArgs args)
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@@ -252,7 +297,7 @@ namespace Content.Client.Options.UI.Tabs
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AddButton(ContentKeyFunctions.ToggleCombatMode); // WD EDIT
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AddButton(ContentKeyFunctions.LookUp);
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AddCheckBox("ui-options-function-auto-get-up", _cfg.GetCVar(CCVars.AutoGetUp), HandleToggleAutoGetUp);
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AddCheckBox("ui-options-function-hold-look-up", _cfg.GetCVar(CCVars.HoldLookUp), HandleHoldLookUp);
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AddCheckBox("ui-options-function-toggle-look-up", _cfg.GetCVar(WhiteCVars.ToggleLookUp), HandleToggleLookUp); // WD EDIT
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AddHeader("ui-options-header-interaction-adv");
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AddButton(ContentKeyFunctions.SmartEquipBackpack);
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@@ -1,128 +0,0 @@
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using System.Numerics;
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using Content.Client.Viewport;
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using Content.Shared.CCVar;
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using Content.Shared.Telescope;
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using Content.Shared.Input;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Shared.Configuration;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Timing;
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namespace Content.Client.Telescope;
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public sealed class TelescopeSystem : SharedTelescopeSystem
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{
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[Dependency] private readonly InputSystem _inputSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IInputManager _input = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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private ScalingViewport? _viewport;
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private bool _holdLookUp;
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private bool _toggled;
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public override void Initialize()
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{
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base.Initialize();
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_cfg.OnValueChanged(CCVars.HoldLookUp,
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val =>
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{
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var input = val ? null : InputCmdHandler.FromDelegate(_ => _toggled = !_toggled);
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_input.SetInputCommand(ContentKeyFunctions.LookUp, input);
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_holdLookUp = val;
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_toggled = false;
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},
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true);
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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if (_timing.ApplyingState
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|| !_timing.IsFirstTimePredicted
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|| !_input.MouseScreenPosition.IsValid)
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return;
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var player = _player.LocalEntity;
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var telescope = GetRightTelescope(player);
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if (telescope == null)
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{
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_toggled = false;
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return;
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}
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if (!TryComp<EyeComponent>(player, out var eye))
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return;
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var offset = Vector2.Zero;
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if (_holdLookUp)
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{
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if (_inputSystem.CmdStates.GetState(ContentKeyFunctions.LookUp) != BoundKeyState.Down)
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{
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RaiseEvent(offset);
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return;
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}
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}
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else if (!_toggled)
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{
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RaiseEvent(offset);
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return;
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}
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var mousePos = _input.MouseScreenPosition;
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if (_uiManager.MouseGetControl(mousePos) as ScalingViewport is { } viewport)
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_viewport = viewport;
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if (_viewport == null)
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return;
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var centerPos = _eyeManager.WorldToScreen(eye.Eye.Position.Position + eye.Offset);
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var diff = mousePos.Position - centerPos;
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var len = diff.Length();
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var size = _viewport.PixelSize;
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var maxLength = Math.Min(size.X, size.Y) * 0.4f;
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var minLength = maxLength * 0.2f;
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if (len > maxLength)
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{
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diff *= maxLength / len;
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len = maxLength;
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}
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var divisor = maxLength * telescope.Divisor;
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if (len > minLength)
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{
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diff -= diff * minLength / len;
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offset = new Vector2(diff.X / divisor, -diff.Y / divisor);
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offset = new Angle(-eye.Rotation.Theta).RotateVec(offset);
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}
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RaiseEvent(offset);
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}
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private void RaiseEvent(Vector2 offset)
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{
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RaisePredictiveEvent(new EyeOffsetChangedEvent
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{
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Offset = offset
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});
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}
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}
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49
Content.Client/Wieldable/WieldableSystem.cs
Normal file
49
Content.Client/Wieldable/WieldableSystem.cs
Normal file
@@ -0,0 +1,49 @@
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using System.Numerics;
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using Content.Client.Movement.Components;
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using Content.Client.Movement.Systems;
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using Content.Shared.Camera;
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using Content.Shared.Hands;
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using Content.Shared.Movement.Components;
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using Content.Shared.Wieldable;
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using Content.Shared.Wieldable.Components;
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using Robust.Client.Timing;
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namespace Content.Client.Wieldable;
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public sealed class WieldableSystem : SharedWieldableSystem
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{
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[Dependency] private readonly EyeCursorOffsetSystem _eyeOffset = default!;
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[Dependency] private readonly IClientGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, ItemUnwieldedEvent>(OnEyeOffsetUnwielded);
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SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, HeldRelayedEvent<GetEyeOffsetRelayedEvent>>(OnGetEyeOffset);
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}
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public void OnEyeOffsetUnwielded(Entity<CursorOffsetRequiresWieldComponent> entity, ref ItemUnwieldedEvent args)
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{
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if (!TryComp(entity.Owner, out EyeCursorOffsetComponent? cursorOffsetComp))
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return;
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if (_gameTiming.IsFirstTimePredicted)
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cursorOffsetComp.CurrentPosition = Vector2.Zero;
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}
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public void OnGetEyeOffset(Entity<CursorOffsetRequiresWieldComponent> entity, ref HeldRelayedEvent<GetEyeOffsetRelayedEvent> args)
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{
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if (!TryComp(entity.Owner, out WieldableComponent? wieldableComp))
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return;
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if (!wieldableComp.Wielded)
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return;
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var offset = _eyeOffset.OffsetAfterMouse(entity.Owner, null);
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if (offset == null)
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return;
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args.Args.Offset += offset.Value;
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}
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}
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@@ -0,0 +1,12 @@
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using System.Numerics;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Server.Movement.Components;
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[RegisterComponent]
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public sealed partial class EyeCursorOffsetComponent : SharedEyeCursorOffsetComponent
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{
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}
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@@ -1,5 +0,0 @@
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using Content.Shared.Telescope;
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namespace Content.Server.Telescope;
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public sealed class TelescopeSystem : SharedTelescopeSystem;
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45
Content.Server/Wieldable/WieldableSystem.cs
Normal file
45
Content.Server/Wieldable/WieldableSystem.cs
Normal file
@@ -0,0 +1,45 @@
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using Content.Server.Movement.Components;
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using Content.Server.Movement.Systems;
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using Content.Shared.Camera;
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using Content.Shared.Hands;
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using Content.Shared.Movement.Components;
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using Content.Shared.Wieldable;
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using Content.Shared.Wieldable.Components;
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namespace Content.Server.Wieldable;
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public sealed class WieldableSystem : SharedWieldableSystem
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{
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[Dependency] private readonly ContentEyeSystem _eye = default!;
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public override void Initialize()
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{
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base.Initialize();
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|
||||
SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, ItemUnwieldedEvent>(OnEyeOffsetUnwielded);
|
||||
SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, ItemWieldedEvent>(OnEyeOffsetWielded);
|
||||
SubscribeLocalEvent<CursorOffsetRequiresWieldComponent, HeldRelayedEvent<GetEyePvsScaleRelayedEvent>>(OnGetEyePvsScale);
|
||||
}
|
||||
|
||||
private void OnEyeOffsetUnwielded(Entity<CursorOffsetRequiresWieldComponent> entity, ref ItemUnwieldedEvent args)
|
||||
{
|
||||
_eye.UpdatePvsScale(args.User);
|
||||
}
|
||||
|
||||
private void OnEyeOffsetWielded(Entity<CursorOffsetRequiresWieldComponent> entity, ref ItemWieldedEvent args)
|
||||
{
|
||||
_eye.UpdatePvsScale(args.User);
|
||||
}
|
||||
|
||||
private void OnGetEyePvsScale(Entity<CursorOffsetRequiresWieldComponent> entity,
|
||||
ref HeldRelayedEvent<GetEyePvsScaleRelayedEvent> args)
|
||||
{
|
||||
if (!TryComp(entity, out EyeCursorOffsetComponent? eyeCursorOffset) || !TryComp(entity.Owner, out WieldableComponent? wieldableComp))
|
||||
return;
|
||||
|
||||
if (!wieldableComp.Wielded)
|
||||
return;
|
||||
|
||||
args.Args.Scale += eyeCursorOffset.PvsIncrease;
|
||||
}
|
||||
}
|
||||
@@ -5,10 +5,4 @@ public sealed partial class ImmersiveAspectComponent : Component
|
||||
{
|
||||
[DataField]
|
||||
public float EyeModifier = 0.6f;
|
||||
|
||||
[DataField]
|
||||
public float TelescopeDivisor = 0.15f;
|
||||
|
||||
[DataField]
|
||||
public float TelescopeLerpAmount = 0.07f;
|
||||
}
|
||||
|
||||
@@ -1,17 +1,16 @@
|
||||
using System.Numerics;
|
||||
using Content.Server._White.GameTicking.Aspects.Components;
|
||||
using Content.Server.Movement.Components;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.GameTicking.Components;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Content.Shared.Telescope;
|
||||
|
||||
namespace Content.Server._White.GameTicking.Aspects;
|
||||
|
||||
public sealed class ImmersiveAspect : AspectSystem<ImmersiveAspectComponent>
|
||||
{
|
||||
[Dependency] private readonly SharedContentEyeSystem _eye = default!;
|
||||
[Dependency] private readonly SharedTelescopeSystem _telescope = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -39,7 +38,7 @@ public sealed class ImmersiveAspect : AspectSystem<ImmersiveAspectComponent>
|
||||
while (query.MoveNext(out var entity, out _))
|
||||
{
|
||||
SetEyeZoom(entity, component.EyeModifier);
|
||||
AddTelescope(entity, component.TelescopeDivisor, component.TelescopeLerpAmount);
|
||||
EnsureComp<EyeCursorOffsetComponent>(entity);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -49,13 +48,6 @@ public sealed class ImmersiveAspect : AspectSystem<ImmersiveAspectComponent>
|
||||
_eye.SetZoom(human, new Vector2(modifier));
|
||||
}
|
||||
|
||||
private void AddTelescope(EntityUid human, float divisor, float lerpAmount)
|
||||
{
|
||||
var telescope = EnsureComp<TelescopeComponent>(human);
|
||||
|
||||
_telescope.SetParameters((human, telescope), divisor, lerpAmount);
|
||||
}
|
||||
|
||||
private void OnPlayerSpawn(PlayerSpawnCompleteEvent ev)
|
||||
{
|
||||
if (!HasComp<ContentEyeComponent>(ev.Mob))
|
||||
@@ -68,7 +60,7 @@ public sealed class ImmersiveAspect : AspectSystem<ImmersiveAspectComponent>
|
||||
continue;
|
||||
|
||||
SetEyeZoom(ev.Mob, immersiveAspect.EyeModifier);
|
||||
AddTelescope(ev.Mob, immersiveAspect.TelescopeDivisor, immersiveAspect.TelescopeLerpAmount);
|
||||
EnsureComp<EyeCursorOffsetComponent>(ev.Mob);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -87,7 +79,7 @@ public sealed class ImmersiveAspect : AspectSystem<ImmersiveAspectComponent>
|
||||
{
|
||||
SetEyeZoom(entity, 1f);
|
||||
|
||||
RemComp<TelescopeComponent>(entity);
|
||||
RemComp<EyeCursorOffsetComponent>(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,9 +7,6 @@ public sealed partial class CCVars
|
||||
public static readonly CVarDef<bool> AutoGetUp =
|
||||
CVarDef.Create("rest.auto_get_up", true, CVar.CLIENT | CVar.ARCHIVE | CVar.REPLICATED);
|
||||
|
||||
public static readonly CVarDef<bool> HoldLookUp =
|
||||
CVarDef.Create("rest.hold_look_up", false, CVar.CLIENT | CVar.ARCHIVE);
|
||||
|
||||
/// <summary>
|
||||
/// When true, players can choose to crawl under tables while laying down, using the designated keybind.
|
||||
/// </summary>
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Numerics;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Movement.Systems;
|
||||
|
||||
namespace Content.Shared.Camera;
|
||||
@@ -17,3 +18,15 @@ namespace Content.Shared.Camera;
|
||||
/// </remarks>
|
||||
[ByRefEvent]
|
||||
public record struct GetEyeOffsetEvent(Vector2 Offset);
|
||||
|
||||
/// <summary>
|
||||
/// Raised on any equipped and in-hand items that may modify the eye offset.
|
||||
/// Pockets and suitstorage are excluded.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public sealed class GetEyeOffsetRelayedEvent : EntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
public SlotFlags TargetSlots { get; } = ~(SlotFlags.POCKET & SlotFlags.SUITSTORAGE);
|
||||
|
||||
public Vector2 Offset;
|
||||
}
|
||||
|
||||
33
Content.Shared/Camera/GetEyePvsScaleEvent.cs
Normal file
33
Content.Shared/Camera/GetEyePvsScaleEvent.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using System.Numerics;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Movement.Systems;
|
||||
|
||||
namespace Content.Shared.Camera;
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed by-ref when <see cref="SharedContentEyeSystem.UpdatePvsScale"/> is called.
|
||||
/// Should be subscribed to by any systems that want to modify an entity's eye PVS scale,
|
||||
/// so that they do not override each other. Keep in mind that this should be done serverside;
|
||||
/// the client may set a new PVS scale, but the server won't provide the data if it isn't done on the server.
|
||||
/// </summary>
|
||||
/// <param name="Scale">
|
||||
/// The total scale to apply.
|
||||
/// </param>
|
||||
/// <remarks>
|
||||
/// Note that in most cases <see cref="Scale"/> should be incremented or decremented by subscribers, not set.
|
||||
/// Otherwise, any offsets applied by previous subscribing systems will be overridden.
|
||||
/// </remarks>
|
||||
[ByRefEvent]
|
||||
public record struct GetEyePvsScaleEvent(float Scale);
|
||||
|
||||
/// <summary>
|
||||
/// Raised on any equipped and in-hand items that may modify the eye offset.
|
||||
/// Pockets and suitstorage are excluded.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public sealed class GetEyePvsScaleRelayedEvent : EntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
public SlotFlags TargetSlots { get; } = ~(SlotFlags.POCKET & SlotFlags.SUITSTORAGE);
|
||||
|
||||
public float Scale;
|
||||
}
|
||||
@@ -1,4 +1,6 @@
|
||||
using System.Numerics;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Serialization;
|
||||
@@ -28,7 +30,7 @@ public abstract class SharedCameraRecoilSystem : EntitySystem
|
||||
/// </summary>
|
||||
protected const float KickMagnitudeMax = 1f;
|
||||
|
||||
[Dependency] private readonly SharedEyeSystem _eye = default!;
|
||||
[Dependency] private readonly SharedContentEyeSystem _eye = default!;
|
||||
[Dependency] private readonly INetManager _net = default!;
|
||||
|
||||
public override void Initialize()
|
||||
@@ -81,9 +83,7 @@ public abstract class SharedCameraRecoilSystem : EntitySystem
|
||||
continue;
|
||||
|
||||
recoil.LastKick = recoil.CurrentKick;
|
||||
var ev = new GetEyeOffsetEvent();
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
_eye.SetOffset(uid, ev.Offset, eye);
|
||||
_eye.UpdateEyeOffset((uid, eye));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Shared._White.Move;
|
||||
using Content.Shared.Camera;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
|
||||
@@ -8,6 +9,8 @@ public abstract partial class SharedHandsSystem
|
||||
{
|
||||
private void InitializeRelay()
|
||||
{
|
||||
SubscribeLocalEvent<HandsComponent, GetEyeOffsetRelayedEvent>(RelayEvent);
|
||||
SubscribeLocalEvent<HandsComponent, GetEyePvsScaleRelayedEvent>(RelayEvent);
|
||||
SubscribeLocalEvent<HandsComponent, RefreshMovementSpeedModifiersEvent>(RelayEvent);
|
||||
SubscribeLocalEvent<HandsComponent, MoveEventProxy>(RelayEvent);
|
||||
}
|
||||
|
||||
@@ -64,7 +64,7 @@ namespace Content.Shared.Input
|
||||
public static readonly BoundKeyFunction ToggleStanding = "ToggleStanding";
|
||||
public static readonly BoundKeyFunction ToggleCrawlingUnder = "ToggleCrawlingUnder";
|
||||
public static readonly BoundKeyFunction ToggleCombatMode = "ToggleCombatMode"; // WD EDIT
|
||||
public static readonly BoundKeyFunction LookUp = "LookUp";
|
||||
public static readonly BoundKeyFunction LookUp = "LookUp"; // WD EDIT
|
||||
public static readonly BoundKeyFunction TargetHead = "TargetHead";
|
||||
public static readonly BoundKeyFunction TargetTorso = "TargetTorso";
|
||||
public static readonly BoundKeyFunction TargetLeftArm = "TargetLeftArm";
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
using Content.Shared.Wieldable;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Movement.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates that this item requires wielding for the cursor offset effect to be active.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem))]
|
||||
public sealed partial class CursorOffsetRequiresWieldComponent : Component
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
using System.Numerics;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Movement.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Displaces SS14 eye data when given to an entity.
|
||||
/// </summary>
|
||||
[ComponentProtoName("EyeCursorOffset"), NetworkedComponent]
|
||||
public abstract partial class SharedEyeCursorOffsetComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The amount the view will be displaced when the cursor is positioned at/beyond the max offset distance.
|
||||
/// Measured in tiles.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float MaxOffset = 3f;
|
||||
|
||||
/// <summary>
|
||||
/// The speed which the camera adjusts to new positions. 0.5f seems like a good value, but can be changed if you want very slow/instant adjustments.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float OffsetSpeed = 0.5f;
|
||||
|
||||
/// <summary>
|
||||
/// The amount the PVS should increase to account for the max offset.
|
||||
/// Should be 1/10 of MaxOffset most of the time.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float PvsIncrease = 0.3f;
|
||||
}
|
||||
@@ -161,11 +161,29 @@ public abstract class SharedContentEyeSystem : EntitySystem
|
||||
Dirty(uid, component);
|
||||
}
|
||||
|
||||
public void UpdateEyeOffset(Entity<EyeComponent?> eye)
|
||||
public void UpdateEyeOffset(Entity<EyeComponent> eye)
|
||||
{
|
||||
var ev = new GetEyeOffsetEvent();
|
||||
RaiseLocalEvent(eye, ref ev);
|
||||
_eye.SetOffset(eye, ev.Offset, eye);
|
||||
|
||||
var evRelayed = new GetEyeOffsetRelayedEvent();
|
||||
RaiseLocalEvent(eye, ref evRelayed);
|
||||
|
||||
_eye.SetOffset(eye, ev.Offset + evRelayed.Offset, eye);
|
||||
}
|
||||
|
||||
public void UpdatePvsScale(EntityUid uid, ContentEyeComponent? contentEye = null, EyeComponent? eye = null)
|
||||
{
|
||||
if (!Resolve(uid, ref contentEye) || !Resolve(uid, ref eye))
|
||||
return;
|
||||
|
||||
var ev = new GetEyePvsScaleEvent();
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
|
||||
var evRelayed = new GetEyePvsScaleRelayedEvent();
|
||||
RaiseLocalEvent(uid, ref evRelayed);
|
||||
|
||||
_eye.SetPvsScale((uid, eye), 1 + ev.Scale + evRelayed.Scale);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,110 +0,0 @@
|
||||
using System.Numerics;
|
||||
using Content.Shared.Camera;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Item;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Telescope;
|
||||
|
||||
public abstract class SharedTelescopeSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedEyeSystem _eye = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeAllEvent<EyeOffsetChangedEvent>(OnEyeOffsetChanged);
|
||||
SubscribeLocalEvent<TelescopeComponent, GotUnequippedHandEvent>(OnUnequip);
|
||||
SubscribeLocalEvent<TelescopeComponent, HandDeselectedEvent>(OnHandDeselected);
|
||||
SubscribeLocalEvent<TelescopeComponent, ComponentShutdown>(OnShutdown);
|
||||
}
|
||||
|
||||
private void OnShutdown(Entity<TelescopeComponent> ent, ref ComponentShutdown args)
|
||||
{
|
||||
if (!TryComp(ent.Comp.LastEntity, out EyeComponent? eye)
|
||||
|| ent.Comp.LastEntity == ent && TerminatingOrDeleted(ent))
|
||||
return;
|
||||
|
||||
SetOffset((ent.Comp.LastEntity.Value, eye), Vector2.Zero, ent);
|
||||
}
|
||||
|
||||
private void OnHandDeselected(Entity<TelescopeComponent> ent, ref HandDeselectedEvent args)
|
||||
{
|
||||
if (!TryComp(args.User, out EyeComponent? eye))
|
||||
return;
|
||||
|
||||
SetOffset((args.User, eye), Vector2.Zero, ent);
|
||||
}
|
||||
|
||||
private void OnUnequip(Entity<TelescopeComponent> ent, ref GotUnequippedHandEvent args)
|
||||
{
|
||||
if (!TryComp(args.User, out EyeComponent? eye)
|
||||
|| !HasComp<ItemComponent>(ent.Owner))
|
||||
return;
|
||||
|
||||
SetOffset((args.User, eye), Vector2.Zero, ent);
|
||||
}
|
||||
|
||||
public TelescopeComponent? GetRightTelescope(EntityUid? ent)
|
||||
{
|
||||
TelescopeComponent? telescope = null;
|
||||
|
||||
if (TryComp<HandsComponent>(ent, out var hands)
|
||||
&& hands.ActiveHandEntity.HasValue
|
||||
&& TryComp<TelescopeComponent>(hands.ActiveHandEntity, out var handTelescope))
|
||||
telescope = handTelescope;
|
||||
else if (TryComp<TelescopeComponent>(ent, out var entityTelescope))
|
||||
telescope = entityTelescope;
|
||||
|
||||
return telescope;
|
||||
}
|
||||
|
||||
private void OnEyeOffsetChanged(EyeOffsetChangedEvent msg, EntitySessionEventArgs args)
|
||||
{
|
||||
if (args.SenderSession.AttachedEntity is not { } ent
|
||||
|| !TryComp<EyeComponent>(ent, out var eye))
|
||||
return;
|
||||
|
||||
var telescope = GetRightTelescope(ent);
|
||||
|
||||
if (telescope == null)
|
||||
return;
|
||||
|
||||
var offset = Vector2.Lerp(eye.Offset, msg.Offset, telescope.LerpAmount);
|
||||
|
||||
SetOffset((ent, eye), offset, telescope);
|
||||
}
|
||||
|
||||
private void SetOffset(Entity<EyeComponent> ent, Vector2 offset, TelescopeComponent telescope)
|
||||
{
|
||||
telescope.LastEntity = ent;
|
||||
|
||||
if (TryComp(ent, out CameraRecoilComponent? recoil))
|
||||
{
|
||||
recoil.BaseOffset = offset;
|
||||
_eye.SetOffset(ent, offset + recoil.CurrentKick, ent);
|
||||
}
|
||||
else
|
||||
{
|
||||
_eye.SetOffset(ent, offset, ent);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetParameters(Entity<TelescopeComponent> ent, float? divisor = null, float? lerpAmount = null)
|
||||
{
|
||||
var telescope = ent.Comp;
|
||||
|
||||
telescope.Divisor = divisor ?? telescope.Divisor;
|
||||
telescope.LerpAmount = lerpAmount ?? telescope.LerpAmount;
|
||||
|
||||
Dirty(ent.Owner, telescope);
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class EyeOffsetChangedEvent : EntityEventArgs
|
||||
{
|
||||
public Vector2 Offset;
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Telescope;
|
||||
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
public sealed partial class TelescopeComponent : Component
|
||||
{
|
||||
[DataField, AutoNetworkedField]
|
||||
public float Divisor = 0.1f;
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public float LerpAmount = 0.1f;
|
||||
|
||||
[ViewVariables]
|
||||
public EntityUid? LastEntity;
|
||||
}
|
||||
@@ -6,7 +6,7 @@ namespace Content.Shared.Weapons.Melee.Components;
|
||||
/// <summary>
|
||||
/// Indicates that this meleeweapon requires wielding to be useable.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem))]
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem))]
|
||||
public sealed partial class MeleeRequiresWieldComponent : Component
|
||||
{
|
||||
// Lavaland Change: The player will slip if they try to use the weapon without wielding it.
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace Content.Shared.Weapons.Ranged.Components;
|
||||
/// Indicates that this gun requires wielding to be useable.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
[Access(typeof(WieldableSystem))]
|
||||
[Access(typeof(SharedWieldableSystem))]
|
||||
public sealed partial class GunRequiresWieldComponent : Component
|
||||
{
|
||||
[DataField, AutoNetworkedField]
|
||||
|
||||
@@ -6,7 +6,7 @@ namespace Content.Shared.Weapons.Ranged.Components;
|
||||
/// <summary>
|
||||
/// Applies an accuracy bonus upon wielding.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(WieldableSystem))]
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedWieldableSystem))]
|
||||
public sealed partial class GunWieldBonusComponent : Component
|
||||
{
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("minAngle"), AutoNetworkedField]
|
||||
|
||||
@@ -2,7 +2,7 @@ using Content.Shared.Damage;
|
||||
|
||||
namespace Content.Shared.Wieldable.Components;
|
||||
|
||||
[RegisterComponent, Access(typeof(WieldableSystem))]
|
||||
[RegisterComponent, Access(typeof(SharedWieldableSystem))]
|
||||
public sealed partial class IncreaseDamageOnWieldComponent : Component
|
||||
{
|
||||
[DataField("damage", required: true)]
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace Content.Shared.Wieldable.Components;
|
||||
/// <summary>
|
||||
/// Used for objects that can be wielded in two or more hands,
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem)), AutoGenerateComponentState]
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem)), AutoGenerateComponentState]
|
||||
public sealed partial class WieldableComponent : Component
|
||||
{
|
||||
[DataField("wieldSound")]
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using System.Linq;
|
||||
using Content.Shared._White.Resomi.Abilities;
|
||||
using Content.Shared.Camera;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Hands.Components;
|
||||
@@ -8,6 +8,7 @@ using Content.Shared.IdentityManagement;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Inventory.VirtualItem;
|
||||
using Content.Shared.Item;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Content.Shared.Stunnable;
|
||||
@@ -27,7 +28,7 @@ using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Wieldable;
|
||||
|
||||
public sealed class WieldableSystem : EntitySystem
|
||||
public abstract class SharedWieldableSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly INetManager _netManager = default!;
|
||||
@@ -9,7 +9,7 @@ namespace Content.Shared._Goobstation.Weapons.FoldingWeapon;
|
||||
|
||||
public sealed class FoldingWeaponSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly WieldableSystem _wieldable = default!;
|
||||
[Dependency] private readonly SharedWieldableSystem _wieldable = default!;
|
||||
[Dependency] private readonly ClothingSystem _clothing = default!;
|
||||
[Dependency] private readonly SharedItemSystem _item = default!;
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@ namespace Content.Shared._Goobstation.Weapons.Wielding;
|
||||
|
||||
public sealed class UnwieldOnShootSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly WieldableSystem _wieldable = default!;
|
||||
[Dependency] private readonly SharedWieldableSystem _wieldable = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
|
||||
9
Content.Shared/_White/CCVar/WhiteCVars.Eye.cs
Normal file
9
Content.Shared/_White/CCVar/WhiteCVars.Eye.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using Robust.Shared.Configuration;
|
||||
|
||||
namespace Content.Shared._White.CCVar;
|
||||
|
||||
public sealed partial class WhiteCVars
|
||||
{
|
||||
public static readonly CVarDef<bool> ToggleLookUp =
|
||||
CVarDef.Create("eye.toggle_look_up", false, CVar.CLIENT | CVar.ARCHIVE);
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
ui-options-function-look-up = Look up/Take aim
|
||||
ui-options-function-toggle-look-up = Hold down the key to aim
|
||||
@@ -297,6 +297,4 @@ cmd-options-desc = Opens options menu, optionally with a specific tab selected.
|
||||
cmd-options-help = Usage: options [tab]
|
||||
|
||||
## Combat Options
|
||||
ui-options-function-look-up = Look up/Take aim
|
||||
ui-options-function-auto-get-up = Automatically get up after falling
|
||||
ui-options-function-hold-look-up = Hold down the key to aim
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
ui-options-function-look-up = Присмотреться/Прицелиться
|
||||
ui-options-function-toggle-look-up = Удерживать клавишу для прицеливания
|
||||
@@ -308,12 +308,10 @@ ui-options-net-pvs-leave-tooltip =
|
||||
привести к неправильным предугадываниям и другим проблемам.
|
||||
|
||||
## Toggle window console command
|
||||
## Toggle window console command
|
||||
|
||||
cmd-options-desc = Открывает меню опций, опционально с конкретно выбранной вкладкой.
|
||||
cmd-options-help = Использование: options [tab]
|
||||
|
||||
## Combat Options
|
||||
## Combat Options
|
||||
ui-options-function-look-up = Присмотреться/Прицелиться
|
||||
|
||||
ui-options-function-auto-get-up = Автоматически вставать при падении
|
||||
ui-options-function-hold-look-up = Удерживать клавишу для прицеливания
|
||||
|
||||
@@ -183,12 +183,15 @@
|
||||
capacity: 5
|
||||
proto: CartridgeAntiMateriel
|
||||
- type: Gun
|
||||
angleDecay: 1 # WWDP
|
||||
bonusAngleDecay: 10 # WWDP
|
||||
bonusAngleIncreaseTurn: 1 # wwdp
|
||||
fireRate: 0.6
|
||||
angleDecay: 1
|
||||
bonusAngleDecay: 10
|
||||
bonusAngleIncreaseTurn: 1
|
||||
fireRate: 0.5
|
||||
- type: Wieldable
|
||||
- type: Telescope
|
||||
- type: CursorOffsetRequiresWield
|
||||
- type: EyeCursorOffset
|
||||
maxOffset: 3
|
||||
pvsIncrease: 0.3
|
||||
- type: MagazineVisuals
|
||||
magState: mag
|
||||
steps: 1
|
||||
|
||||
@@ -118,8 +118,7 @@
|
||||
powerLoad: 5
|
||||
- type: ExtensionCableReceiver
|
||||
- type: Alerts
|
||||
- type: Telescope
|
||||
lerpAmount: 0.25
|
||||
- type: EyeCursorOffset
|
||||
- type: Silicon
|
||||
entityType: enum.SiliconType.Player
|
||||
batteryPowered: true
|
||||
|
||||
@@ -561,9 +561,11 @@ binds:
|
||||
- function: Hotbar9
|
||||
type: State
|
||||
key: Num9
|
||||
# WD EDIT START
|
||||
- function: LookUp
|
||||
type: State
|
||||
key: Space
|
||||
# WD EDIT END
|
||||
- function: MappingUnselect
|
||||
type: State
|
||||
key: MouseRight
|
||||
|
||||
Reference in New Issue
Block a user