-
Notifications
You must be signed in to change notification settings - Fork 419
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Oni/refactor #2805
Oni/refactor #2805
Conversation
7ab985f
to
47d9b06
Compare
9982faf
to
ae82c38
Compare
I think the innacuracy of the oni aim is still wayyyy too severe. They would have to be flailing their arms around all over the place for that to happen. In my opinion, the minimum angle should be like 3 degrees, and maximum like 15 degrees. Edit: Okay maybe I don't understand how the code for the angles works but you get what I mean. |
I don't particularly have any thoughts about what the cone of fire should be for Oni, @Lyndomen do you have any input? |
Content.Shared/_DV/Damage/Components/BonusStaminaDamageComponent.cs
Outdated
Show resolved
Hide resolved
Content.Shared/_DV/Prying/Components/PlayerToolModifierComponent.cs
Outdated
Show resolved
Hide resolved
Content.Shared/_DV/Weapons/Ranged/Components/PlayerAccuracyModifierComponent.cs
Outdated
Show resolved
Hide resolved
Content.Shared/_DV/Weapons/Ranged/Components/PlayerAccuracyModifierComponent.cs
Outdated
Show resolved
Hide resolved
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
just add NetworkedComponent to the components now
6ae374d
to
576aa3d
Compare
Hey uh, I went to go port this and found out the damage multiplier is applying to punches twice. I tested the master branch of Delta-V and you all have the same problem - Oni currently punch for 9.11 damage. I don't have a fix in mind yet, just wanted to let you know. |
Oof, thanks for the report. I wonder why it's doing that. Probably something with this:
where punches are the user so I didn't catch it. I'll put a fix in for this I think. Edit: |
Yep, I just came to that conclusion - it's calling RaiseLocalEvent with the same uid twice because the user is the weapon when punching. Putting a check for if uid == user fixed it - ah you got it too lol. Edit - unrelated, but I don't think you need userEv since ev and userEv are exactly the same. |
Yeah, don't need to but I thought it'd be nicer to have them segmented just in case there's some weird interactions. vOv purely a style thing on my part, don't know to what extent it would impact performance 🤔 |
Fair enough! Since I'm taking your refector I'll take your fix too, keep us a little more in sync. Thanks for the work, it was bothering me that Oni's modifiers were so hard-coded instead of being modular systems so I was really happy when I saw this refactor. Edit - plus fixing Oni shooting behind themselves is great |
About the PR
Broke up the Oni component into four smaller ones and enabled players and gun/tool users to modify parts of the guns/tools through events.
Fixes #2708
Why / Balance
Oni code deserves a refactor because Oni are cool and I'm an Oni main.
Technical details
Media
Examination now shows the actual damage including Oni bonuses.

Stamina Damage after hitting an Urist once with a stun baton (Usually 35 Stamina damage).

Prying speed:
Oni.-.Pry.Speed.mp4
Shooting:
Oni.-.Shooting.mp4
Requirements
Breaking changes
Changelog
🆑