private void ServerUpdateValues() { if (originalVerbs.Count == 0) { // Get the initial values before we replace originalHitDamage = itemAttributes.ServerHitDamage; originalThrowDamage = itemAttributes.ServerThrowDamage; originalVerbs = new List <string>(itemAttributes.ServerAttackVerbs); originalSize = itemAttributes.Size; originalHitSound = itemAttributes.ServerHitSound; } if (activated) { itemAttributes.ServerHitDamage = activatedHitDamage; itemAttributes.ServerThrowDamage = activatedThrowDamage; itemAttributes.ServerAttackVerbs = activatedVerbs; itemAttributes.ServerSetSize(activatedSize); itemAttributes.ServerHitSound = activatedHitSound; } else { itemAttributes.ServerHitDamage = originalHitDamage; itemAttributes.ServerThrowDamage = originalThrowDamage; itemAttributes.ServerAttackVerbs = originalVerbs; itemAttributes.ServerSetSize(originalSize); itemAttributes.ServerHitSound = originalHitSound; } }
private void SetDeactivatedAttributes() { itemAttributes.ServerSetSize(offSize); itemAttributes.ServerHitSound = offHitSound; itemAttributes.ServerHitDamage = offHitDamage; itemAttributes.ServerThrowDamage = offThrowDamage; itemAttributes.ServerAttackVerbs = offAttackVerbs; }
public void ServerPerformInteraction(InventoryApply interaction) { if (interaction.TargetObject != gameObject && !interaction.IsFromHandSlot) { return; } //TODO: switch this trait to the circular saw when that is implemented if (Validations.HasItemTrait(interaction.UsedObject, CommonTraits.Instance.Welder) && gunComp.FireCountDown == 0) { if (isSawn) { Chat.AddExamineMsg(interaction.Performer, $"The {gameObject.ExpensiveName()} is already shortened!"); } if (ammoBackfire && gunComp.CurrentMagazine.ServerAmmoRemains != 0) { gunComp.ServerShoot(interaction.Performer, Vector2.zero, BodyPartType.Head, true); Chat.AddActionMsgToChat(interaction.Performer, $"The {gameObject.ExpensiveName()} goes off in your face!", $"The {gameObject.ExpensiveName()} goes off in {interaction.Performer.ExpensiveName()}'s face!"); } else { Chat.AddActionMsgToChat(interaction.Performer, $"You shorten the {gameObject.ExpensiveName()}.", $"{interaction.Performer.ExpensiveName()} shortens the {gameObject.ExpensiveName()}"); itemAttComp.ServerSetSize(sawnSize); spriteHandler.ChangeSprite(1); // Don't overwrite recoil conf if it isn't setup if (SawnCameraRecoilConfig.Distance != 0f) { gunComp.SyncCameraRecoilConfig(gunComp.CameraRecoilConfig, SawnCameraRecoilConfig); } gunComp.MaxRecoilVariance = sawnMaxRecoilVariance; isSawn = true; } } // Propagates the InventoryApply Interaction to the Gun component for all basic gun InventoryApply interactions. gunComp.ServerPerformInteraction(interaction); }
public void SetSize(ItemSize size) { itemAttributesV2.ServerSetSize(size); }