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* I hate it * Added ability to choose target body part on item throwing * забыл * WeaponRandom works with throwable weapon * RadialEntityMorph & RadialBUI fix * ru&en localization * Я себя зарежу нахуй за такое * Правки рисованной хуйни и прототипы с лодаутами * fuck * ну хорошо блять, убедил, одну пустую строчку уберу * loadout move to _White * Я после тех 3х банок не помню нахуй это нужно было * 1 more fix
68 lines
2.3 KiB
C#
68 lines
2.3 KiB
C#
using Content.Shared.Damage.Events;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Random;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.Weapons.Melee.WeaponRandom;
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/// <summary>
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/// This adds a random damage bonus to melee attacks or throws based on damage bonus amount and probability.
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/// </summary>
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public sealed class WeaponRandomSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WeaponRandomComponent, MeleeHitEvent>(OnMeleeHit);
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//WWDP EDIT START
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SubscribeLocalEvent<WeaponRandomComponent, GetThrowingDamageEvent>(OnThrowDamageBonusCheck);
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SubscribeLocalEvent<WeaponRandomComponent, ThrowDoHitEvent>(OnThrowDoHit, before: [typeof(SharedDamageOtherOnHitSystem)]);
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//WWDP EDIT END
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}
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/// <summary>
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/// On Melee hit there is a possible chance of additional bonus damage occuring.
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/// </summary>
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private void OnMeleeHit(EntityUid uid, WeaponRandomComponent component, MeleeHitEvent args)
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{
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//WWDP EDIT START
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if (component.ApplyBonusOnThrow)
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return;
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//WWDP EDIT END
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if (_random.Prob(component.RandomDamageChance))
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{
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_audio.PlayPvs(component.DamageSound, uid);
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args.BonusDamage = component.DamageBonus;
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}
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}
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//WWDP EDIT START
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private void OnThrowDoHit(EntityUid uid, WeaponRandomComponent component, ref ThrowDoHitEvent args)
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{
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if (!component.ApplyBonusOnThrow
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|| component.ForcedThrowTargetPart == null
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|| !_random.Prob(component.RandomDamageChance))
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return;
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component.IsCriticalThrow = true;
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_audio.PlayPvs(component.DamageSound, args.Target);
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args.TargetPart = component.ForcedThrowTargetPart.Value;
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}
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private void OnThrowDamageBonusCheck(EntityUid uid, WeaponRandomComponent component, ref GetThrowingDamageEvent args)
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{
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if (args.IsExaminingDamage || !component.IsCriticalThrow)
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return;
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args.Damage += component.DamageBonus;
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component.IsCriticalThrow = false;
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}
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//WWDP EDIT END
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}
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