Files
wwdpublic/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomComponent.cs
TotallyNotAHSKveez 603aafdbc2 [Add] Hos bats (#378)
* I hate it

* Added ability to choose target body part on item throwing

* забыл

* WeaponRandom works with throwable weapon

* RadialEntityMorph & RadialBUI fix

* ru&en localization

* Я себя зарежу нахуй за такое

* Правки рисованной хуйни и прототипы с лодаутами

* fuck

* ну хорошо блять, убедил, одну пустую строчку уберу

* loadout move to _White

* Я после тех 3х банок не помню нахуй это нужно было

* 1 more fix
2025-03-27 17:24:25 +03:00

53 lines
1.5 KiB
C#

using Content.Shared._Shitmed.Targeting;
using Content.Shared.Damage;
using Robust.Shared.Audio;
namespace Content.Server.Weapons.Melee.WeaponRandom;
[RegisterComponent]
internal sealed partial class WeaponRandomComponent : Component
{
/// <summary>
/// Amount of damage that will be caused. This is specified in the yaml.
/// </summary>
[DataField("damageBonus")]
public DamageSpecifier DamageBonus = new();
/// <summary>
/// Chance for the damage bonus to occur (1 = 100%).
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)] //WWDP EDIT
public float RandomDamageChance = 0.00001f;
/// <summary>
/// Sound effect to play when the damage bonus occurs.
/// </summary>
[DataField("damageSound")]
public SoundSpecifier DamageSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
//WWDP EDIT START
/// <summary>
/// Apply throwing bonus instead of melee
/// </summary>
[DataField]
public bool ApplyBonusOnThrow;
/// <summary>
/// Forces all successful throws to target this specific body part.
/// </summary>
[DataField]
public TargetBodyPart? ForcedThrowTargetPart;
/// <summary>
/// Temporary flag indicating that a critical throw is in progress
/// </summary>
/// /// <remarks>
/// Set during ThrowDoHitEvent if critical chance check passes,
/// then consumed in GetThrowingDamageEvent to add bonus damage.
/// </remarks>
[DataField]
public bool IsCriticalThrow;
//WWDP EDIT END
}