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* Уэээээээ * Почти настрадались * Скоро конец.... * СКОРО * Мышки плакали, кололись, но продолжали упорно жрать кактус * Все ближе! * Это такой конец? * Книжка говна * фиксики * ОНО ЖИВОЕ * Телепорт * разное * Added byond * ивенты теперь работают * Разфикс телепорта * Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете? * Разное * Еще многа всего * Многа разнава * Скоро конец.... * ЭТО КОНЕЦ * Фикс линтера (ну, или я на это надеюсь) * Еще один фикс линтера * Победа! * фиксики * пу пу пу * Фикс подмастерья * Мисклик * Высокочастотный меч * Неймспейсы * Пул способностей мага
81 lines
2.1 KiB
C#
81 lines
2.1 KiB
C#
using Content.Shared.Damage;
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using Robust.Shared.Audio;
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namespace Content.Server.ImmovableRod;
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[RegisterComponent]
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public sealed partial class ImmovableRodComponent : Component
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{
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public int MobCount = 0;
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[DataField("hitSound")]
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public SoundSpecifier Sound = new SoundCollectionSpecifier("MetalSlam");
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[DataField("hitSoundProbability")]
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public float HitSoundProbability = 0.1f;
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[DataField("minSpeed")]
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public float MinSpeed = 10f;
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[DataField("maxSpeed")]
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public float MaxSpeed = 35f;
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/// <remarks>
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/// Stuff like wizard rods might want to set this to false, so that they can set the velocity themselves.
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/// </remarks>
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[DataField("randomizeVelocity")]
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public bool RandomizeVelocity = true;
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/// <summary>
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/// Overrides the random direction for an immovable rod.
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/// </summary>
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[DataField("directionOverride")]
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public Angle DirectionOverride = Angle.Zero;
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/// <summary>
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/// With this set to true, rods will automatically set the tiles under them to space.
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/// </summary>
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[DataField("destroyTiles")]
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public bool DestroyTiles = true;
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/// <summary>
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/// If true, this will gib & delete bodies
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/// </summary>
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[DataField]
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public bool ShouldGib;
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/// <summary>
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/// Damage done, if not gibbing
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/// </summary>
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[DataField]
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public DamageSpecifier? Damage;
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/// <summary>
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/// Goobstation
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/// Part damage multiplier done, if not gibbing
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/// </summary>
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[DataField]
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public float PartDamageMultiplier = 2f;
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/// <summary>
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/// Goobstation
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/// Whether the rod should ignore resistances, if not gibbing
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/// </summary>
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[DataField]
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public bool IgnoreResistances;
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/// <summary>
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/// Goobstation
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/// List of all mobs that the rod has damaged
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/// </summary>
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[DataField]
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public List<EntityUid> DamagedEntities = new();
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/// <summary>
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/// Goobstation
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/// If it is above 0, knock down targets when rod hits them
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/// </summary>
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[DataField]
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public TimeSpan KnockdownTime = TimeSpan.Zero;
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}
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