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Allow Crawling Entities To Go Under Tables #939
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cool! 😎 |
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We can add the bullet click interactions to far more objects as we go!
Co-authored-by: VMSolidus <[email protected]> Signed-off-by: gluesniffler <[email protected]>
Co-authored-by: VMSolidus <[email protected]> Signed-off-by: gluesniffler <[email protected]>
if (!component.OriginalDrawDepth.HasValue) | ||
component.OriginalDrawDepth = sprite.DrawDepth; | ||
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sprite.DrawDepth = (int) DrawDepth.SmallMobs; |
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Unable to make a proper test but, make sure that we cannot crawl under tables...
Wait no this change sprite, not fixtures.
Carry on!
# Description This PR is a follow up to #939 By increasing the number of items that are struck by bullets, or can be targeted by bullets. To add to the "Cinematic" experience of a gunfight, Bottles, Cups, and Plates of all kinds are automatically struck by bullets when fired over, and *probably* destroyed given that they only have 5 hit points. This also serves to aid in limiting the amount of things that can be hidden underneath when crawling under a table, since the station's bar counter will likely explode into a ton of glass and spilled booze when a gunfight gets near it. I also added Chairs to the "RequireProjectileTarget" feature, so that if you click on a chair, you'll shoot the chair and (probably) destroy it. # Changelog :cl: - add: Bottles, Drink Glasses, Plates, and all liquid containers are now struck by bullets(and most likely destroyed in the process). We hope that this will offer both a small tactical advantage/disadvantage, as well as contribute to making gunfights around the bar more "Cinematic". - add: Chairs are now hit by projectiles if a shooter clicks on them, in addition to Tables.
# Description This PR is a follow up to Simple-Station/Einstein-Engines#939 By increasing the number of items that are struck by bullets, or can be targeted by bullets. To add to the "Cinematic" experience of a gunfight, Bottles, Cups, and Plates of all kinds are automatically struck by bullets when fired over, and *probably* destroyed given that they only have 5 hit points. This also serves to aid in limiting the amount of things that can be hidden underneath when crawling under a table, since the station's bar counter will likely explode into a ton of glass and spilled booze when a gunfight gets near it. I also added Chairs to the "RequireProjectileTarget" feature, so that if you click on a chair, you'll shoot the chair and (probably) destroy it. # Changelog :cl: - add: Bottles, Drink Glasses, Plates, and all liquid containers are now struck by bullets(and most likely destroyed in the process). We hope that this will offer both a small tactical advantage/disadvantage, as well as contribute to making gunfights around the bar more "Cinematic". - add: Chairs are now hit by projectiles if a shooter clicks on them, in addition to Tables.
# Description This reverts most code changes done by #939 and re-implements them in a better way: - Players can now toggle under-furniture crawling with a keybind (shift-R by default) - Crawling that way is 50% slower for obvious balancing reasons - The respective cvar for it is now true by default and prevents players from beginning the "crawl under furniture" thing Also cleaned up a few methods I was seriously pissed off by. There is still a lot to clean up and fix, but I will leave it for a dedicated PR in the future. # Why (balancing) Let me lie on the bed instead of under it!!!!!!! <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/5f04c82a-b88b-4005-8052-a1a6f011bcc9 </p> </details> # Changelog :cl: - add: You can now toggle crawling under furniture! The default keybind is Shift-R, you can change it in settings.
# Description This PR is a follow up to Simple-Station/Einstein-Engines#939 By increasing the number of items that are struck by bullets, or can be targeted by bullets. To add to the "Cinematic" experience of a gunfight, Bottles, Cups, and Plates of all kinds are automatically struck by bullets when fired over, and *probably* destroyed given that they only have 5 hit points. This also serves to aid in limiting the amount of things that can be hidden underneath when crawling under a table, since the station's bar counter will likely explode into a ton of glass and spilled booze when a gunfight gets near it. I also added Chairs to the "RequireProjectileTarget" feature, so that if you click on a chair, you'll shoot the chair and (probably) destroy it. # Changelog :cl: - add: Bottles, Drink Glasses, Plates, and all liquid containers are now struck by bullets(and most likely destroyed in the process). We hope that this will offer both a small tactical advantage/disadvantage, as well as contribute to making gunfights around the bar more "Cinematic". - add: Chairs are now hit by projectiles if a shooter clicks on them, in addition to Tables.
# Description This reverts most code changes done by Simple-Station/Einstein-Engines#939 and re-implements them in a better way: - Players can now toggle under-furniture crawling with a keybind (shift-R by default) - Crawling that way is 50% slower for obvious balancing reasons - The respective cvar for it is now true by default and prevents players from beginning the "crawl under furniture" thing Also cleaned up a few methods I was seriously pissed off by. There is still a lot to clean up and fix, but I will leave it for a dedicated PR in the future. # Why (balancing) Let me lie on the bed instead of under it!!!!!!! <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/5f04c82a-b88b-4005-8052-a1a6f011bcc9 </p> </details> # Changelog :cl: - add: You can now toggle crawling under furniture! The default keybind is Shift-R, you can change it in settings.
Description
Adds a CVAR that when enabled, allows entities to crawl under tables/flaps by lowering their DrawDepth, which in turn protects them from being targeted for projectiles while crawling.
Additionally tables and plastic flaps were given collision properties along with reduced damage thresholds, so guns can target & destroy them easily if your mouse is on top of them.
Also fixes a funny exploit with Flight /
FlightComponent
Media
2024-09-20.03-26-27.mp4
Changelog
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