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42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared._Shitmed.BodyEffects.Subsystems;
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[RegisterComponent]
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[AutoGenerateComponentPause]
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public sealed partial class RandomStatusActivationComponent : Component
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{
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/// <summary>
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/// List of status effects to roll while the organ is installed.
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/// </summary>
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[DataField(required: true)]
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public Dictionary<ProtoId<StatusEffectPrototype>, string> StatusEffects = new();
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/// <summary>
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/// How long the status effect should last for.
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/// </summary>
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[DataField]
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public TimeSpan? Duration;
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/// <summary>
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/// What is the minimum time between activations?
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/// </summary>
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[DataField]
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public TimeSpan MinActivationTime = TimeSpan.FromSeconds(60);
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/// <summary>
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/// What is the maximum time between activations?
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/// </summary>
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[DataField]
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public TimeSpan MaxActivationTime = TimeSpan.FromSeconds(300);
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/// <summary>
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/// The next time the organ will activate.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
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public TimeSpan NextUpdate;
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}
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