(d9829ac) v0.9.4.0
This commit is contained in:
@@ -15,28 +15,28 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private Vector2 barrelPos;
|
||||
|
||||
[Serialize("0.0,0.0", false)]
|
||||
[Serialize("0.0,0.0", false, description: "The position of the barrel as an offset from the item's center (in pixels). Determines where the projectiles spawn.")]
|
||||
public string BarrelPos
|
||||
{
|
||||
get { return XMLExtensions.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
|
||||
set { barrelPos = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(value)); }
|
||||
}
|
||||
|
||||
[Serialize(1.0f, false)]
|
||||
[Serialize(1.0f, false, description: "How long the user has to wait before they can fire the weapon again (in seconds).")]
|
||||
public float Reload
|
||||
{
|
||||
get { return reload; }
|
||||
set { reload = Math.Max(value, 0.0f); }
|
||||
}
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
[Serialize(0.0f, false, description: "Random spread applied to the firing angle of the projectiles when used by a character with sufficient skills to use the weapon (in degrees).")]
|
||||
public float Spread
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
[Serialize(0.0f, false, description: "Random spread applied to the firing angle of the projectiles when used by a character with insufficient skills to use the weapon (in degrees).")]
|
||||
public float UnskilledSpread
|
||||
{
|
||||
get;
|
||||
@@ -109,30 +109,21 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
foreach (Item item in containedItems)
|
||||
{
|
||||
projectile = item.GetComponent<Projectile>();
|
||||
if (projectile != null) break;
|
||||
}
|
||||
//projectile not found, see if one of the contained items contains projectiles
|
||||
if (projectile == null)
|
||||
{
|
||||
foreach (Item item in containedItems)
|
||||
var containedSubItems = item.ContainedItems;
|
||||
if (containedSubItems == null) { continue; }
|
||||
foreach (Item subItem in containedSubItems)
|
||||
{
|
||||
var containedSubItems = item.ContainedItems;
|
||||
if (containedSubItems == null) { continue; }
|
||||
foreach (Item subItem in containedSubItems)
|
||||
projectile = subItem.GetComponent<Projectile>();
|
||||
//apply OnUse statuseffects to the container in case it has to react to it somehow
|
||||
//(play a sound, spawn more projectiles, reduce condition...)
|
||||
if (subItem.Condition > 0.0f)
|
||||
{
|
||||
projectile = subItem.GetComponent<Projectile>();
|
||||
//apply OnUse statuseffects to the container in case it has to react to it somehow
|
||||
//(play a sound, spawn more projectiles, reduce condition...)
|
||||
if (subItem.Condition > 0.0f)
|
||||
{
|
||||
subItem.GetComponent<ItemContainer>()?.Item.ApplyStatusEffects(ActionType.OnUse, deltaTime);
|
||||
}
|
||||
if (projectile != null) break;
|
||||
subItem.GetComponent<ItemContainer>()?.Item.ApplyStatusEffects(ActionType.OnUse, deltaTime);
|
||||
}
|
||||
if (projectile != null) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (projectile == null) return true;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user