Disable kill streak contributions for furniture
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d2ceb75736
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@ -144,6 +144,7 @@ MonoBehaviour:
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BodypartMinCount: 2
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BodypartMaxCount: 4
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DebrisType: 0
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IsFurniture: 0
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--- !u!114 &3362493323285318061
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -164,6 +164,7 @@ MonoBehaviour:
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BodypartMinCount: 2
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BodypartMaxCount: 4
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DebrisType: 0
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IsFurniture: 0
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--- !u!114 &3362493323285318061
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -358,6 +358,7 @@ MonoBehaviour:
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BodypartMinCount: 2
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BodypartMaxCount: 4
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DebrisType: 0
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IsFurniture: 0
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--- !u!114 &4655711410523782340
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -108,7 +108,7 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
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Health.Damage(Damage, Direction, false);
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}
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}
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Explodable.Explode(true);
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Explodable.Explode(true, false);
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}
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}
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}
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@ -10,6 +10,7 @@ namespace Saltosion.OneWeapon.Effects {
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public float BodypartMinCount = 1;
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public float BodypartMaxCount = 1;
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public DebrisType DebrisType;
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public bool IsFurniture = true;
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private CameraFX CameraFX;
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private PlayerFun PlayerFun;
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@ -35,11 +36,11 @@ namespace Saltosion.OneWeapon.Effects {
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private void Update() {
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if (DebugExplode) {
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DebugExplode = false;
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Explode(false);
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Explode(false, false);
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}
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}
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public void Explode(bool destroyGameObject) {
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public void Explode(bool destroyGameObject, bool causedByPlayerAttack) {
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// Destroying the object during explosion implies that it can explode only once,
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// but Destroy() doesn't happen instantly, so here's a guard for that.
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if (destroyGameObject && DestroyedAlready) {
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@ -66,8 +67,12 @@ namespace Saltosion.OneWeapon.Effects {
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DebrisLauncher.Splatter(DebrisType, transform.position + (Vector3)Direction * 0.5f, Vector2.zero, ParticlesPerBodypart, 50f, 360f);
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}
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if (causedByPlayerAttack) {
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if (!IsFurniture) {
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PlayerFun.GainKill();
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PlayerFun.Explosion(false);
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}
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PlayerFun.Explosion(IsFurniture);
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}
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CameraFX.ScreenShake(10);
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if (destroyGameObject) {
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@ -18,11 +18,11 @@ namespace Saltosion.OneWeapon.Enemies {
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Explodable = GetComponent<Explodable>();
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}
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public void Damage(float amount, Vector2 fromDirection, bool applyPlayerDamageBoost) {
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public void Damage(float amount, Vector2 fromDirection, bool causedByPlayerAttack) {
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DebrisLauncher.Splatter(DebrisType.Blood, transform.position, -fromDirection, (int)(amount), 100f, 100);
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CurrentHealth -= amount * (1 + (applyPlayerDamageBoost ? PlayerFun.CurrentDamageBoost : 0.0f));
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CurrentHealth -= amount * (1 + (causedByPlayerAttack ? PlayerFun.CurrentDamageBoost : 0.0f));
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if (CurrentHealth <= 0) {
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Explodable.Explode(true);
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Explodable.Explode(true, causedByPlayerAttack);
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}
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}
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}
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@ -60,7 +60,7 @@ namespace Saltosion.OneWeapon.Environment {
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}
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if (GunsLeft == 0) {
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if (ExplodeOnEmpty) {
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Explodable.Explode(true);
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Explodable.Explode(true, true);
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}
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Destroy(this);
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}
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@ -21,7 +21,7 @@ namespace Saltosion.OneWeapon.Guns {
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} else if (VendingMachine != null) {
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VendingMachine.ExpelGun();
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} else if (Explodable != null) {
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Explodable.Explode(true);
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Explodable.Explode(true, true);
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} else if (Collider.tag == "Environment") {
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DebrisLauncher.Splatter(DebrisType.Structural, transform.position, Direction, (int)(5 * Intensity), 30 * Intensity, 360);
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}
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@ -27,7 +27,7 @@ namespace Saltosion.OneWeapon.Player {
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} else if (VendingMachine != null) {
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VendingMachine.ExpelGun();
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} else if (Explodable != null) {
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Explodable.Explode(true);
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Explodable.Explode(true, true);
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}
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}
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}
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