From 0546c9bf64fdf1a56c8745dee328fe4b272dd888 Mon Sep 17 00:00:00 2001
From: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Date: Sun, 23 Jun 2024 12:16:08 +1000
Subject: [PATCH] Revert "Weapon Reflection Movement Mechanic (#27219)"
(#29326)
* Revert "Weapon Reflection Movement Mechanic (#27219)"
This reverts commit b90373356e7f4f0eee693732964eac9c9eaa1f02.
# Conflicts:
# Content.Shared/Alert/AlertType.cs
# Content.Shared/Weapons/Reflect/ReflectSystem.cs
* Add myself to codeowners
* Add myself to codeowners
* Also the alerts
---
.github/CODEOWNERS | 7 +
.../Weapons/Reflect/ReflectComponent.cs | 35 +--
.../Weapons/Reflect/ReflectSystem.cs | 258 ++++++------------
Resources/Locale/en-US/alerts/alerts.ftl | 3 -
Resources/Prototypes/Alerts/alerts.yml | 9 -
Resources/Prototypes/Anomaly/behaviours.yml | 1 -
.../Entities/Clothing/OuterClothing/armor.yml | 1 -
.../Entities/Mobs/NPCs/hellspawn.yml | 1 -
.../Entities/Objects/Shields/shields.yml | 4 +-
.../Objects/Weapons/Melee/e_sword.yml | 7 +-
.../Entities/Objects/Weapons/Melee/sword.yml | 21 +-
.../Alerts/deflecting.rsi/deflecting0.png | Bin 1761 -> 0 bytes
.../Interface/Alerts/deflecting.rsi/meta.json | 14 -
13 files changed, 96 insertions(+), 265 deletions(-)
delete mode 100644 Resources/Textures/Interface/Alerts/deflecting.rsi/deflecting0.png
delete mode 100644 Resources/Textures/Interface/Alerts/deflecting.rsi/meta.json
diff --git a/.github/CODEOWNERS b/.github/CODEOWNERS
index da9d4d693a81..2b6d556117ef 100644
--- a/.github/CODEOWNERS
+++ b/.github/CODEOWNERS
@@ -55,3 +55,10 @@
#Jezi
/Content.*/Medical @Jezithyr
/Content.*/Body @Jezithyr
+
+# Sloth
+/Content.*/Audio @metalgearsloth
+/Content.*/Movement @metalgearsloth
+/Content.*/NPC @metalgearsloth
+/Content.*/Shuttles @metalgearsloth
+/Content.*/Weapons @metalgearsloth
diff --git a/Content.Shared/Weapons/Reflect/ReflectComponent.cs b/Content.Shared/Weapons/Reflect/ReflectComponent.cs
index 5d8432ac776c..8e7b8975d9d1 100644
--- a/Content.Shared/Weapons/Reflect/ReflectComponent.cs
+++ b/Content.Shared/Weapons/Reflect/ReflectComponent.cs
@@ -21,42 +21,17 @@ public sealed partial class ReflectComponent : Component
[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
- [DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- public Angle Spread = Angle.FromDegrees(45);
-
- [DataField("soundOnReflect")]
- public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
-
///
- /// Is the deflection an innate power or something actively maintained? If true, this component grants a flat
- /// deflection chance rather than a chance that degrades when moving/weightless/stunned/etc.
- ///
- [DataField]
- public bool Innate = false;
-
- ///
- /// Maximum probability for a projectile to be reflected.
+ /// Probability for a projectile to be reflected.
///
[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float ReflectProb = 0.25f;
- ///
- /// The maximum velocity a wielder can move at before losing effectiveness.
- ///
- [DataField]
- public float VelocityBeforeNotMaxProb = 2.5f; // Walking speed for a human. Suitable for a weightless deflector like an e-sword.
-
- ///
- /// The velocity a wielder has to be moving at to use the minimum effectiveness value.
- ///
- [DataField]
- public float VelocityBeforeMinProb = 4.5f; // Sprinting speed for a human. Suitable for a weightless deflector like an e-sword.
+ [DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
+ public Angle Spread = Angle.FromDegrees(45);
- ///
- /// Minimum probability for a projectile to be reflected.
- ///
- [DataField]
- public float MinReflectProb = 0.1f;
+ [DataField("soundOnReflect")]
+ public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
}
[Flags]
diff --git a/Content.Shared/Weapons/Reflect/ReflectSystem.cs b/Content.Shared/Weapons/Reflect/ReflectSystem.cs
index 9b89be6202ad..7a2e733bf7c7 100644
--- a/Content.Shared/Weapons/Reflect/ReflectSystem.cs
+++ b/Content.Shared/Weapons/Reflect/ReflectSystem.cs
@@ -3,18 +3,16 @@
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.Audio;
-using Content.Shared.Damage.Components;
using Content.Shared.Database;
-using Content.Shared.Gravity;
using Content.Shared.Hands;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
-using Content.Shared.Standing;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
+using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Physics.Components;
@@ -38,134 +36,73 @@ public sealed class ReflectSystem : EntitySystem
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
- [Dependency] private readonly SharedGravitySystem _gravity = default!;
- [Dependency] private readonly StandingStateSystem _standing = default!;
- [Dependency] private readonly AlertsSystem _alerts = default!;
-
- [ValidatePrototypeId]
- private const string DeflectingAlert = "Deflecting";
public override void Initialize()
{
base.Initialize();
- SubscribeLocalEvent(OnObjectReflectProjectileAttempt);
- SubscribeLocalEvent(OnObjectReflectHitscanAttempt);
+ SubscribeLocalEvent(OnReflectCollide);
+ SubscribeLocalEvent(OnReflectHitscan);
SubscribeLocalEvent(OnReflectEquipped);
SubscribeLocalEvent(OnReflectUnequipped);
SubscribeLocalEvent(OnReflectHandEquipped);
SubscribeLocalEvent(OnReflectHandUnequipped);
SubscribeLocalEvent(OnToggleReflect);
- SubscribeLocalEvent(OnUserProjectileReflectAttempt);
- SubscribeLocalEvent(OnUserHitscanReflectAttempt);
+ SubscribeLocalEvent(OnReflectUserCollide);
+ SubscribeLocalEvent(OnReflectUserHitscan);
}
- private void OnUserHitscanReflectAttempt(Entity user, ref HitScanReflectAttemptEvent args)
+ private void OnReflectUserHitscan(EntityUid uid, ReflectUserComponent component, ref HitScanReflectAttemptEvent args)
{
if (args.Reflected)
return;
- if (!UserCanReflect(user, out var bestReflectorUid))
- return;
-
- if (!TryReflectHitscan(user.Owner, bestReflectorUid.Value, args.Shooter, args.SourceItem, args.Direction, out var dir))
- return;
-
- args.Direction = dir.Value;
- args.Reflected = true;
- }
-
- private void OnUserProjectileReflectAttempt(Entity user, ref ProjectileReflectAttemptEvent args)
- {
- if (args.Cancelled)
- return;
-
- if (!TryComp(args.ProjUid, out var reflectiveComponent))
- return;
-
- if (!UserCanReflect(user, out var bestReflectorUid, (args.ProjUid, reflectiveComponent)))
- return;
-
- if (!TryReflectProjectile(user, bestReflectorUid.Value, (args.ProjUid, args.Component)))
- return;
+ foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
+ {
+ if (!TryReflectHitscan(uid, ent, args.Shooter, args.SourceItem, args.Direction, out var dir))
+ continue;
- args.Cancelled = true;
+ args.Direction = dir.Value;
+ args.Reflected = true;
+ break;
+ }
}
- private void OnObjectReflectHitscanAttempt(Entity obj, ref HitScanReflectAttemptEvent args)
+ private void OnReflectUserCollide(EntityUid uid, ReflectUserComponent component, ref ProjectileReflectAttemptEvent args)
{
- if (args.Reflected || (obj.Comp.Reflects & args.Reflective) == 0x0)
- return;
-
- if (!TryReflectHitscan(obj, obj, args.Shooter, args.SourceItem, args.Direction, out var dir))
- return;
+ foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
+ {
+ if (!TryReflectProjectile(uid, ent, args.ProjUid))
+ continue;
- args.Direction = dir.Value;
- args.Reflected = true;
+ args.Cancelled = true;
+ break;
+ }
}
- private void OnObjectReflectProjectileAttempt(Entity obj, ref ProjectileReflectAttemptEvent args)
+ private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileReflectAttemptEvent args)
{
if (args.Cancelled)
return;
- if (!TryReflectProjectile(obj, obj, (args.ProjUid, args.Component)))
- return;
-
- args.Cancelled = true;
+ if (TryReflectProjectile(uid, uid, args.ProjUid, reflect: component))
+ args.Cancelled = true;
}
- ///
- /// Can a user reflect something that's hit them? Returns true if so, and the best reflector available in the user's equipment.
- ///
- private bool UserCanReflect(Entity user, [NotNullWhen(true)] out Entity? bestReflector, Entity? projectile = null)
+ private bool TryReflectProjectile(EntityUid user, EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
{
- bestReflector = null;
-
- foreach (var entityUid in _inventorySystem.GetHandOrInventoryEntities(user.Owner, SlotFlags.WITHOUT_POCKET))
- {
- if (!TryComp(entityUid, out var comp))
- continue;
-
- if (!comp.Enabled)
- continue;
-
- if (bestReflector != null && bestReflector.Value.Comp.ReflectProb >= comp.ReflectProb)
- continue;
-
- if (projectile != null && (comp.Reflects & projectile.Value.Comp.Reflective) == 0x0)
- continue;
-
- bestReflector = (entityUid, comp);
- }
-
- return bestReflector != null;
- }
-
- private bool TryReflectProjectile(EntityUid user, Entity reflector, Entity projectile)
- {
- if (
- // Is it on?
- !reflector.Comp.Enabled ||
- // Is the projectile deflectable?
+ if (!Resolve(reflector, ref reflect, false) ||
+ !reflect.Enabled ||
!TryComp(projectile, out var reflective) ||
- // Does the deflector deflect the type of projecitle?
- (reflector.Comp.Reflects & reflective.Reflective) == 0x0 ||
- // Is the projectile correctly set up with physics?
- !TryComp(projectile, out var physics) ||
- // If the user of the reflector is a mob with stamina, is it capable of deflecting?
- TryComp(user, out var staminaComponent) && staminaComponent.Critical ||
- _standing.IsDown(reflector)
- )
- return false;
-
- // If this dice roll fails, the shot isn't deflected
- if (!_random.Prob(GetReflectChance(reflector)))
+ (reflect.Reflects & reflective.Reflective) == 0x0 ||
+ !_random.Prob(reflect.ReflectProb) ||
+ !TryComp(projectile, out var physics))
+ {
return false;
+ }
- // Below handles what happens after being deflected.
- var rotation = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2).Opposite();
+ var rotation = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2).Opposite();
var existingVelocity = _physics.GetMapLinearVelocity(projectile, component: physics);
var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(user);
var newVelocity = rotation.RotateVec(relativeVelocity);
@@ -182,52 +119,63 @@ private bool TryReflectProjectile(EntityUid user, Entity refle
if (_netManager.IsServer)
{
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
- _audio.PlayPvs(reflector.Comp.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
+ _audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
}
- _adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectile.Comp.Weapon)} shot by {projectile.Comp.Shooter}");
+ if (Resolve(projectile, ref projectileComp, false))
+ {
+ _adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectileComp.Weapon)} shot by {projectileComp.Shooter}");
- projectile.Comp.Shooter = user;
- projectile.Comp.Weapon = user;
- Dirty(projectile);
+ projectileComp.Shooter = user;
+ projectileComp.Weapon = user;
+ Dirty(projectile, projectileComp);
+ }
+ else
+ {
+ _adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}");
+ }
return true;
}
+ private void OnReflectHitscan(EntityUid uid, ReflectComponent component, ref HitScanReflectAttemptEvent args)
+ {
+ if (args.Reflected ||
+ (component.Reflects & args.Reflective) == 0x0)
+ {
+ return;
+ }
+
+ if (TryReflectHitscan(uid, uid, args.Shooter, args.SourceItem, args.Direction, out var dir))
+ {
+ args.Direction = dir.Value;
+ args.Reflected = true;
+ }
+ }
+
private bool TryReflectHitscan(
EntityUid user,
- Entity reflector,
+ EntityUid reflector,
EntityUid? shooter,
EntityUid shotSource,
Vector2 direction,
[NotNullWhen(true)] out Vector2? newDirection)
{
- if (
- // Is the reflector enabled?
- !reflector.Comp.Enabled ||
- // If the user is a mob with stamina, is it capable of deflecting?
- TryComp(user, out var staminaComponent) && staminaComponent.Critical ||
- _standing.IsDown(user))
+ if (!TryComp(reflector, out var reflect) ||
+ !reflect.Enabled ||
+ !_random.Prob(reflect.ReflectProb))
{
newDirection = null;
return false;
}
- // If this dice roll fails, the shot is not deflected.
- if (!_random.Prob(GetReflectChance(reflector)))
- {
- newDirection = null;
- return false;
- }
-
- // Below handles what happens after being deflected.
if (_netManager.IsServer)
{
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
- _audio.PlayPvs(reflector.Comp.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
+ _audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
}
- var spread = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2);
+ var spread = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2);
newDirection = -spread.RotateVec(direction);
if (shooter != null)
@@ -238,106 +186,52 @@ private bool TryReflectHitscan(
return true;
}
- private float GetReflectChance(Entity reflector)
- {
- /*
- * The rules of deflection are as follows:
- * If you innately reflect things via magic, biology etc., you always have a full chance.
- * If you are standing up and standing still, you're prepared to deflect and have full chance.
- * If you have velocity, your deflection chance depends on your velocity, clamped.
- * If you are floating, your chance is the minimum value possible.
- */
-
- if (reflector.Comp.Innate)
- return reflector.Comp.ReflectProb;
-
- if (_gravity.IsWeightless(reflector))
- return reflector.Comp.MinReflectProb;
-
- if (!TryComp(reflector, out var reflectorPhysics))
- return reflector.Comp.ReflectProb;
-
- return MathHelper.Lerp(
- reflector.Comp.MinReflectProb,
- reflector.Comp.ReflectProb,
- // Inverse progression between velocities fed in as progression between probabilities. We go high -> low so the output here needs to be _inverted_.
- 1 - Math.Clamp((reflectorPhysics.LinearVelocity.Length() - reflector.Comp.VelocityBeforeNotMaxProb) / (reflector.Comp.VelocityBeforeMinProb - reflector.Comp.VelocityBeforeNotMaxProb), 0, 1)
- );
- }
-
- private void OnReflectEquipped(Entity reflector, ref GotEquippedEvent args)
+ private void OnReflectEquipped(EntityUid uid, ReflectComponent component, GotEquippedEvent args)
{
if (_gameTiming.ApplyingState)
return;
EnsureComp(args.Equipee);
-
- if (reflector.Comp.Enabled)
- EnableAlert(args.Equipee);
}
- private void OnReflectUnequipped(Entity reflector, ref GotUnequippedEvent args)
+ private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
{
RefreshReflectUser(args.Equipee);
}
- private void OnReflectHandEquipped(Entity reflector, ref GotEquippedHandEvent args)
+ private void OnReflectHandEquipped(EntityUid uid, ReflectComponent component, GotEquippedHandEvent args)
{
if (_gameTiming.ApplyingState)
return;
EnsureComp(args.User);
-
- if (reflector.Comp.Enabled)
- EnableAlert(args.User);
}
- private void OnReflectHandUnequipped(Entity reflector, ref GotUnequippedHandEvent args)
+ private void OnReflectHandUnequipped(EntityUid uid, ReflectComponent component, GotUnequippedHandEvent args)
{
RefreshReflectUser(args.User);
}
- private void OnToggleReflect(Entity reflector, ref ItemToggledEvent args)
+ private void OnToggleReflect(EntityUid uid, ReflectComponent comp, ref ItemToggledEvent args)
{
- reflector.Comp.Enabled = args.Activated;
- Dirty(reflector);
-
- if (args.User == null)
- return;
-
- if (reflector.Comp.Enabled)
- EnableAlert(args.User.Value);
- else
- DisableAlert(args.User.Value);
+ comp.Enabled = args.Activated;
+ Dirty(uid, comp);
}
///
- /// Refreshes whether someone has reflection potential, so we can raise directed events on them.
+ /// Refreshes whether someone has reflection potential so we can raise directed events on them.
///
private void RefreshReflectUser(EntityUid user)
{
- foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.WITHOUT_POCKET))
+ foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.All & ~SlotFlags.POCKET))
{
if (!HasComp(ent))
continue;
EnsureComp(user);
- EnableAlert(user);
-
return;
}
RemCompDeferred(user);
- DisableAlert(user);
- }
-
- private void EnableAlert(EntityUid alertee)
- {
- _alerts.ShowAlert(alertee, DeflectingAlert);
- }
-
- private void DisableAlert(EntityUid alertee)
- {
- _alerts.ClearAlert(alertee, DeflectingAlert);
}
}
diff --git a/Resources/Locale/en-US/alerts/alerts.ftl b/Resources/Locale/en-US/alerts/alerts.ftl
index 24bc60cbf153..319809da40a2 100644
--- a/Resources/Locale/en-US/alerts/alerts.ftl
+++ b/Resources/Locale/en-US/alerts/alerts.ftl
@@ -107,6 +107,3 @@ alerts-revenant-essence-desc = The power of souls. It sustains you and is used f
alerts-revenant-corporeal-name = Corporeal
alerts-revenant-corporeal-desc = You have manifested physically. People around you can see and hurt you.
-
-alerts-deflecting-name = Deflecting
-alerts-deflecting-desc = You have a chance to deflect incoming projectiles. Standing still or moving slowly will increase this chance.
diff --git a/Resources/Prototypes/Alerts/alerts.yml b/Resources/Prototypes/Alerts/alerts.yml
index 72412fde7cc3..c08453460f4f 100644
--- a/Resources/Prototypes/Alerts/alerts.yml
+++ b/Resources/Prototypes/Alerts/alerts.yml
@@ -24,7 +24,6 @@
- category: Thirst
- alertType: Magboots
- alertType: Pacified
- - alertType: Deflecting
- type: entity
id: AlertSpriteView
@@ -475,11 +474,3 @@
state: critical
name: Debug6
description: Debug
-
-- type: alert
- id: Deflecting
- icons:
- - sprite: /Textures/Interface/Alerts/deflecting.rsi
- state: deflecting0
- name: alerts-deflecting-name
- description: alerts-deflecting-desc
diff --git a/Resources/Prototypes/Anomaly/behaviours.yml b/Resources/Prototypes/Anomaly/behaviours.yml
index e39933c365c9..dea1ddb69c36 100644
--- a/Resources/Prototypes/Anomaly/behaviours.yml
+++ b/Resources/Prototypes/Anomaly/behaviours.yml
@@ -84,7 +84,6 @@
description: anomaly-behavior-reflect
components:
- type: Reflect
- innate: true
reflectProb: 0.5
reflects:
- Energy
diff --git a/Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml b/Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml
index 825e729115cd..606af0b127ab 100644
--- a/Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml
+++ b/Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml
@@ -96,7 +96,6 @@
Heat: 0.4 # this technically means it protects against fires pretty well? -heat is just for lasers and stuff, not atmos temperature
- type: Reflect
reflectProb: 1
- innate: true # armor grants a passive shield that does not require concentration to maintain
reflects:
- Energy
diff --git a/Resources/Prototypes/Entities/Mobs/NPCs/hellspawn.yml b/Resources/Prototypes/Entities/Mobs/NPCs/hellspawn.yml
index e0a3a7645619..45fb6a12bdd4 100644
--- a/Resources/Prototypes/Entities/Mobs/NPCs/hellspawn.yml
+++ b/Resources/Prototypes/Entities/Mobs/NPCs/hellspawn.yml
@@ -56,7 +56,6 @@
- type: Perishable
- type: Reflect
reflectProb: 0.7
- innate: true
reflects:
- Energy
- type: Fixtures
diff --git a/Resources/Prototypes/Entities/Objects/Shields/shields.yml b/Resources/Prototypes/Entities/Objects/Shields/shields.yml
index e7ebb1b98d45..b794e42ff7d3 100644
--- a/Resources/Prototypes/Entities/Objects/Shields/shields.yml
+++ b/Resources/Prototypes/Entities/Objects/Shields/shields.yml
@@ -313,7 +313,7 @@
name: mirror shield
parent: BaseShield
id: MirrorShield
- description: Glows an eerie red. You hear the Geometer whispering...
+ description: Eerily glows red... you hear the geometer whispering
components:
- type: Sprite
state: mirror-icon
@@ -321,7 +321,6 @@
heldPrefix: mirror
- type: Reflect
reflectProb: 0.95
- innate: true
reflects:
- Energy
- type: Blocking #Mirror shield reflects heat/laser, but is relatively weak to everything else.
@@ -409,7 +408,6 @@
- type: Reflect
enabled: false
reflectProb: 0.95
- innate: true
reflects:
- Energy
- type: Blocking
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml b/Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
index 592fe56b4758..fbf8b1003c35 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
@@ -78,8 +78,6 @@
malus: 0
- type: Reflect
enabled: false
- reflectProb: 0.5
- minReflectProb: 0.25
- type: IgnitionSource
temperature: 700
@@ -220,7 +218,7 @@
name: double-bladed energy sword
parent: EnergySword
id: EnergySwordDouble
- description: Syndicate Command's intern thought that having only one blade on energy swords was not cool enough. This can be stored in pockets.
+ description: Syndicate Command Interns thought that having one blade on the energy sword was not enough. This can be stored in pockets.
components:
- type: EnergySword
- type: ItemToggle
@@ -271,8 +269,7 @@
size: Small
sprite: Objects/Weapons/Melee/e_sword_double-inhands.rsi
- type: Reflect
- reflectProb: .80
- minReflectProb: .65
+ reflectProb: .75
spread: 75
- type: UseDelay
delay: 1
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml b/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
index 11e7f983e054..7cc33b715501 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
@@ -13,17 +13,12 @@
attackRate: 1.5
damage:
types:
- Slash: 15
+ Slash: 17 #cmon, it has to be at least BETTER than the rest.
soundHit:
path: /Audio/Weapons/bladeslice.ogg
- type: Reflect
enabled: true
- # Design intent: a robust captain or tot can sacrifice movement to make the most of this weapon, but they have to
- # really restrict themselves to walking speed or less.
- reflectProb: 0.5
- velocityBeforeNotMaxProb: 1.0
- velocityBeforeMinProb: 3.0
- minReflectProb: 0.1
+ reflectProb: .1
spread: 90
- type: Item
size: Normal
@@ -88,9 +83,6 @@
- Back
- Belt
- type: Reflect
- reflectProb: 0.3
- velocityBeforeNotMaxProb: 6.0 # don't punish ninjas for being ninjas
- velocityBeforeMinProb: 10.0
- type: entity
name: machete
@@ -160,7 +152,7 @@
wideAnimationRotation: -135
damage:
types:
- Slash: 15
+ Slash: 16
soundHit:
path: /Audio/Weapons/bladeslice.ogg
- type: Item
@@ -172,7 +164,7 @@
name: The Throngler
parent: BaseItem
id: Throngler
- description: Why would someone make this?
+ description: Why would you make this?
components:
- type: Sharp
- type: Sprite
@@ -193,10 +185,7 @@
path: /Audio/Effects/explosion_small1.ogg
- type: Reflect
enabled: true
- reflectProb: 0.5 # In robust hands, deflects as well as an e-sword
- velocityBeforeNotMaxProb: 1.0
- velocityBeforeMinProb: 3.0
- minReflectProb: 0.1
+ reflectProb: .25
spread: 90
- type: Item
size: Ginormous
diff --git a/Resources/Textures/Interface/Alerts/deflecting.rsi/deflecting0.png b/Resources/Textures/Interface/Alerts/deflecting.rsi/deflecting0.png
deleted file mode 100644
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diff --git a/Resources/Textures/Interface/Alerts/deflecting.rsi/meta.json b/Resources/Textures/Interface/Alerts/deflecting.rsi/meta.json
deleted file mode 100644
index f5d94c891a73..000000000000
--- a/Resources/Textures/Interface/Alerts/deflecting.rsi/meta.json
+++ /dev/null
@@ -1,14 +0,0 @@
-{
- "version": 1,
- "license": "CC-BY-SA-3.0",
- "copyright": "Deflecting icon by Ubaser",
- "size": {
- "x": 32,
- "y": 32
- },
- "states": [
- {
- "name": "deflecting0"
- }
- ]
-}