upd
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103
Code/Weapons/Weapon.cs
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103
Code/Weapons/Weapon.cs
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using System.Threading.Tasks;
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namespace Sandbox.Weapons;
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public sealed class Weapon : Component
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{
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[Property] public SkinnedModelRenderer GunRenderer { get; private set; }
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[Property] public GameObject BulletOut { get; private set; }
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[Property] public GameObject MuzzleLight { get; private set; }
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[Property] public GameObject particlePrefab { get; set; }
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[Property] public GameObject bloodParticle { get; set; }
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[Property] public DecalDefinition ImpactDecal { get; set; }
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[Property] public SoundEvent ImpactSound { get; set; }
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private SoundPointComponent _sound;
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protected override void OnStart()
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{
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_sound = GameObject.GetComponent<SoundPointComponent>( true );
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}
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public void Attack()
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{
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AttackEffects();
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Vector3 startPos = Scene.Camera.WorldPosition;
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Vector3 dir = Scene.Camera.WorldRotation.Forward;
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float maxDistance = 1000f;
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var tr = Scene.Trace
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.Ray( startPos, startPos + dir * maxDistance )
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.IgnoreGameObjectHierarchy( Dedugan.Local.GameObject )
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.WithoutTags( "weapon" )
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.UseHitboxes()
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.Run();
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Log.Info( Dedugan.Local.GameObject );
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if (tr.Hit && tr.Hitbox != null)
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{
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var components = tr.GameObject.Components;
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var boneIndex = tr.Hitbox.Bone.Index;
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// Log.Info($"{tr.GameObject.Name} attacked");
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var dedugan = components.Get<Dedugan>();
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var enemy = components.Get<Enemy>();
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if (dedugan.IsValid() || enemy.IsValid())
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{
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CreateHitEffects(tr.EndPosition, tr.Normal, true);
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}
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if (dedugan.IsValid())
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{
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dedugan.ReportHit(dir, boneIndex);
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}
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if (enemy.IsValid())
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{
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enemy.ReportHit(dir, boneIndex);
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Log.Info(boneIndex);
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}
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}
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else if ( tr.Hitbox == null )
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{
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CreateHitEffects( tr.EndPosition, tr.Normal );
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}
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}
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[Rpc.Broadcast]
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private void CreateHitEffects( Vector3 position, Vector3 normal, bool blood = false )
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{
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var rot = Rotation.LookAt( normal );
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DestroyAsync(
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blood
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? bloodParticle.Clone( position, rot )
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: particlePrefab.Clone( position, rot ), 0.5f );
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}
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async void DestroyAsync( GameObject go, float delay )
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{
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await GameTask.DelaySeconds( delay );
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go.Destroy();
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}
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[Rpc.Broadcast]
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public void AttackEffects()
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{
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_sound?.StartSound();
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MuzzleLight.Enabled = true;
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GunRenderer.Set( "Fire", true );
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_ = AttackEffectsAsync();
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}
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private async Task AttackEffectsAsync()
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{
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await GameTask.DelaySeconds( 0.05f );
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MuzzleLight.Enabled = false;
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}
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}
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