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# Description
I hate that the throwing system doesn't have any overloads for "Nah I
just wanna use the raw vector itself for calculations thank you very
much."
# Changelog
🆑
- tweak: I Hate The Throwing System. Anyway Space Wind should actually
be working properly again.
(cherry picked from commit 42003e44a799d41db2b77e31b5b98b094a35615d)
63 lines
3.9 KiB
C#
63 lines
3.9 KiB
C#
using Content.Shared.CCVar;
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using Robust.Shared.Configuration;
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namespace Content.Server.Atmos.EntitySystems
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{
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public sealed partial class AtmosphereSystem
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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public bool SpaceWind { get; private set; }
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public float SpaceWindMaxForce { get; private set; }
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public float SpaceWindMaxAngularVelocity { get; private set; }
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public float SpaceWindStrengthMultiplier { get; private set; }
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public float SpaceWindKnockdownTime { get; private set; }
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public bool MonstermosEqualization { get; private set; }
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public bool MonstermosDepressurization { get; private set; }
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public bool MonstermosRipTiles { get; private set; }
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public float MonstermosRipTilesMinimumPressure { get; private set; }
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public bool GridImpulse { get; private set; }
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public float SpacingMinGas { get; private set; }
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public float SpacingMaxWind { get; private set; }
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public bool Superconduction { get; private set; }
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public bool ExcitedGroups { get; private set; }
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public bool ExcitedGroupsSpaceIsAllConsuming { get; private set; }
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public float AtmosMaxProcessTime { get; private set; }
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public float AtmosTickRate { get; private set; }
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public float Speedup { get; private set; }
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public float HeatScale { get; private set; }
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public float HumanoidThrowMultiplier { get; private set; }
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/// <summary>
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/// Time between each atmos sub-update. If you are writing an atmos device, use AtmosDeviceUpdateEvent.dt
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/// instead of this value, because atmos devices do not update each are sub-update and sometimes are skipped to
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/// meet the tick deadline.
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/// </summary>
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public float AtmosTime => 1f / AtmosTickRate;
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private void InitializeCVars()
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{
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Subs.CVar(_cfg, CCVars.SpaceWind, value => SpaceWind = value, true);
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Subs.CVar(_cfg, CCVars.SpaceWindMaxForce, value => SpaceWindMaxForce = value, true);
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Subs.CVar(_cfg, CCVars.SpaceWindMaxAngularVelocity, value => SpaceWindMaxAngularVelocity = value, true);
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Subs.CVar(_cfg, CCVars.SpaceWindStrengthMultiplier, value => SpaceWindStrengthMultiplier = value, true);
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Subs.CVar(_cfg, CCVars.SpaceWindKnockdownTime, value => SpaceWindKnockdownTime = value, true);
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Subs.CVar(_cfg, CCVars.MonstermosEqualization, value => MonstermosEqualization = value, true);
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Subs.CVar(_cfg, CCVars.MonstermosDepressurization, value => MonstermosDepressurization = value, true);
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Subs.CVar(_cfg, CCVars.MonstermosRipTiles, value => MonstermosRipTiles = value, true);
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Subs.CVar(_cfg, CCVars.MonstermosRipTilesMinimumPressure, value => MonstermosRipTilesMinimumPressure = value, true);
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Subs.CVar(_cfg, CCVars.AtmosGridImpulse, value => GridImpulse = value, true);
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Subs.CVar(_cfg, CCVars.AtmosSpacingMinGas, value => SpacingMinGas = value, true);
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Subs.CVar(_cfg, CCVars.AtmosSpacingMaxWind, value => SpacingMaxWind = value, true);
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Subs.CVar(_cfg, CCVars.Superconduction, value => Superconduction = value, true);
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Subs.CVar(_cfg, CCVars.AtmosMaxProcessTime, value => AtmosMaxProcessTime = value, true);
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Subs.CVar(_cfg, CCVars.AtmosTickRate, value => AtmosTickRate = value, true);
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Subs.CVar(_cfg, CCVars.AtmosSpeedup, value => Speedup = value, true);
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Subs.CVar(_cfg, CCVars.AtmosHeatScale, value => { HeatScale = value; InitializeGases(); }, true);
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Subs.CVar(_cfg, CCVars.ExcitedGroups, value => ExcitedGroups = value, true);
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Subs.CVar(_cfg, CCVars.ExcitedGroupsSpaceIsAllConsuming, value => ExcitedGroupsSpaceIsAllConsuming = value, true);
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Subs.CVar(_cfg, CCVars.AtmosHumanoidThrowMultiplier, value => HumanoidThrowMultiplier = value, true);
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}
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}
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}
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