2020-12-01 00:28:00 +00:00
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use common::{
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2021-02-02 18:02:40 +00:00
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combat::AttackerInfo,
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2021-01-30 05:17:40 +00:00
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comp::{
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projectile, Energy, Group, HealthSource, Inventory, Ori, PhysicsState, Pos, Projectile, Vel,
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},
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2020-11-07 18:00:07 +00:00
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event::{EventBus, ServerEvent},
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2020-09-14 12:56:05 +00:00
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metrics::SysMetrics,
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2020-12-01 00:28:00 +00:00
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resources::DeltaTime,
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2020-08-26 08:11:31 +00:00
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span,
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uid::UidAllocator,
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util::Dir,
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2020-11-02 00:26:01 +00:00
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GroupTarget,
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2019-09-17 12:43:19 +00:00
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};
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2020-09-14 12:56:05 +00:00
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use specs::{
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saveload::MarkerAllocator, Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage,
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};
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2019-10-06 17:30:06 +00:00
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use std::time::Duration;
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2019-09-17 12:43:19 +00:00
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/// This system is responsible for handling projectile effect triggers
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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2020-06-10 19:47:36 +00:00
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#[allow(clippy::type_complexity)]
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type SystemData = (
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Entities<'a>,
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Read<'a, DeltaTime>,
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Read<'a, UidAllocator>,
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Read<'a, EventBus<ServerEvent>>,
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ReadExpect<'a, SysMetrics>,
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ReadStorage<'a, Pos>,
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ReadStorage<'a, PhysicsState>,
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ReadStorage<'a, Vel>,
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WriteStorage<'a, Ori>,
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WriteStorage<'a, Projectile>,
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ReadStorage<'a, Inventory>,
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ReadStorage<'a, Group>,
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ReadStorage<'a, Energy>,
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);
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fn run(
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&mut self,
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(
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entities,
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dt,
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uid_allocator,
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server_bus,
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sys_metrics,
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positions,
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physics_states,
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velocities,
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mut orientations,
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mut projectiles,
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inventories,
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groups,
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energies,
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): Self::SystemData,
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) {
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let start_time = std::time::Instant::now();
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2020-09-07 04:59:16 +00:00
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span!(_guard, "run", "projectile::Sys::run");
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let mut server_emitter = server_bus.emitter();
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// Attacks
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'projectile_loop: for (entity, pos, physics, ori, mut projectile) in (
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&entities,
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&positions,
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&physics_states,
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&mut orientations,
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&mut projectiles,
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)
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.join()
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{
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let mut projectile_vanished: bool = false;
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// Hit entity
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for other in physics.touch_entities.iter().copied() {
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let same_group = projectile
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.owner
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// Note: somewhat inefficient since we do the lookup for every touching
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// entity, but if we pull this out of the loop we would want to do it only
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// if there is at least one touching entity
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.and_then(|uid| uid_allocator.retrieve_entity_internal(uid.into()))
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.and_then(|e| groups.get(e))
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.map_or(false, |owner_group|
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Some(owner_group) == uid_allocator
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.retrieve_entity_internal(other.into())
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.and_then(|e| groups.get(e))
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);
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let target_group = if same_group {
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GroupTarget::InGroup
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} else {
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GroupTarget::OutOfGroup
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};
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if projectile.ignore_group
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// Skip if in the same group
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&& same_group
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{
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continue;
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}
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if projectile.owner == Some(other) {
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continue;
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}
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let projectile = &mut *projectile;
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for effect in projectile.hit_entity.drain(..) {
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match effect {
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projectile::Effect::Attack(attack) => {
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if let Some(target_entity) =
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uid_allocator.retrieve_entity_internal(other.into())
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{
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let owner_entity = projectile
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.owner
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.and_then(|u| uid_allocator.retrieve_entity_internal(u.into()));
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let attacker_info =
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owner_entity.zip(projectile.owner).map(|(entity, uid)| {
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AttackerInfo {
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entity,
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uid,
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energy: energies.get(entity),
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}
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});
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attack.apply_attack(
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target_group,
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attacker_info,
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target_entity,
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inventories.get(target_entity),
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ori.look_dir(),
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false,
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1.0,
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|e| server_emitter.emit(e),
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);
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}
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},
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projectile::Effect::Explode(e) => {
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server_emitter.emit(ServerEvent::Explosion {
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pos: pos.0,
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explosion: e,
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owner: projectile.owner,
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reagent: None,
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})
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},
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projectile::Effect::Vanish => {
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server_emitter.emit(ServerEvent::Destroy {
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entity,
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cause: HealthSource::World,
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});
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projectile_vanished = true;
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},
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projectile::Effect::Possess => {
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if other != projectile.owner.unwrap() {
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if let Some(owner) = projectile.owner {
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server_emitter.emit(ServerEvent::Possess(owner, other));
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}
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}
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},
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_ => {},
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}
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}
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if projectile_vanished {
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continue 'projectile_loop;
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}
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}
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2020-08-24 23:04:04 +00:00
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// Hit something solid
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if physics.on_wall.is_some() || physics.on_ground || physics.on_ceiling {
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let projectile = &mut *projectile;
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for effect in projectile.hit_solid.drain(..) {
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match effect {
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projectile::Effect::Explode(e) => {
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server_emitter.emit(ServerEvent::Explosion {
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pos: pos.0,
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explosion: e,
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owner: projectile.owner,
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reagent: None,
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})
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},
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projectile::Effect::Vanish => {
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server_emitter.emit(ServerEvent::Destroy {
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entity,
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cause: HealthSource::World,
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});
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projectile_vanished = true;
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},
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_ => {},
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}
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}
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if projectile_vanished {
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continue 'projectile_loop;
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}
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2020-08-31 09:31:24 +00:00
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} else if let Some(dir) = velocities
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.get(entity)
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.and_then(|vel| Dir::from_unnormalized(vel.0))
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{
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*ori = dir.into();
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}
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2019-10-06 17:30:06 +00:00
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if projectile.time_left == Duration::default() {
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server_emitter.emit(ServerEvent::Destroy {
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entity,
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cause: HealthSource::World,
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});
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}
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projectile.time_left = projectile
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.time_left
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.checked_sub(Duration::from_secs_f32(dt.0))
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.unwrap_or_default();
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}
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sys_metrics.projectile_ns.store(
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start_time.elapsed().as_nanos() as u64,
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std::sync::atomic::Ordering::Relaxed,
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);
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2019-09-17 12:43:19 +00:00
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}
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}
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