예제 #1
0
        public void TriggerPull(GameObject shotBy, Vector2 target,
                                BodyPartType damageZone, bool isSuicideShot)
        {
            JobType job = PlayerList.Instance.Get(shotBy).Job;

            if (setRestriction == JobType.NULL)
            {
                if (job == JobType.CLOWN && !allowClumsy)
                {
                    int chance = rnd.Next(0, 2);
                    if (chance == 0)
                    {
                        gun.ServerShoot(shotBy, target, damageZone, true);
                        Chat.AddActionMsgToChat(
                            shotBy,
                            "You fumble up and shoot yourself!",
                            $"{shotBy.ExpensiveName()} fumbles up and shoots themself!");
                        return;
                    }
                }
                else if (job != JobType.CLOWN && !allowNonClumsy)
                {
                    gun.ServerShoot(shotBy, target, damageZone, true);
                    Chat.AddActionMsgToChat(
                        shotBy,
                        "You somehow shoot yourself in the face! How the hell?!",
                        $"{shotBy.ExpensiveName()} somehow manages to shoot themself in the face!");
                    return;
                }
            }
            gun.ServerShoot(shotBy, target, damageZone, isSuicideShot);
        }
예제 #2
0
        public void TriggerPull(GameObject shotBy, Vector2 target,
                                BodyPartType damageZone, bool isSuicideShot)
        {
            JobType job = PlayerList.Instance.Get(shotBy).Job;

            if (PlayerList.Instance.Get(shotBy).Job == setRestriction || (setRestriction == JobType.NULL &&
                                                                          (job != JobType.CLOWN && allowNonClumsy || job == JobType.CLOWN && allowClumsy)))
            {
                gun.ServerShoot(shotBy, target, damageZone, isSuicideShot);
            }
            else if (setRestriction == JobType.NULL && (job == JobType.CLOWN && !allowClumsy))
            {
                int chance = rnd.Next(0, 2);
                if (chance == 0)
                {
                    gun.ServerShoot(shotBy, target, damageZone, true);
                    Chat.AddActionMsgToChat(
                        shotBy,
                        "You fumble up and shoot yourself!",
                        $"{shotBy.ExpensiveName()} fumbles up and shoots themself!");
                }
                else
                {
                    gun.ServerShoot(shotBy, target, damageZone, isSuicideShot);
                }
            }
            else if (setRestriction == JobType.NULL && (job != JobType.CLOWN && !allowNonClumsy))
            {
                gun.ServerShoot(shotBy, target, damageZone, true);
                Chat.AddActionMsgToChat(
                    shotBy,
                    "You somehow shoot yourself in the face! How the hell?!",
                    $"{shotBy.ExpensiveName()} somehow manages to shoot themself in the face!");
            }
            else
            {
                Chat.AddExamineMsgToClient($"The {gameObject.ExpensiveName()} displays \'User authentication failed\'");
            }
        }
예제 #3
0
        public void ServerPerformInteraction(InventoryApply interaction)
        {
            //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);
        }
예제 #4
0
 protected void CallShotServer(AimApply interaction, bool isSuicide)
 {
     gunComp.ServerShoot(interaction.Performer, interaction.TargetVector.normalized, interaction.TargetBodyPart, isSuicide);
 }
예제 #5
0
 protected void CallShotServer(AimApply interaction, bool isSuicide)
 {
     gunComp.ServerShoot(interaction.Performer, interaction.TargetVector.normalized, UIManager.DamageZone, isSuicide);
 }