Files
wwdpublic/Content.Shared/Projectiles/ProjectileComponent.cs
vanx 3f8b51df13 [Fix] General Fixes (#303)
* conscription kit fix

* swords can cut

* batong

* npc can hit prone

* no bullshit RequiresWield examine

* bbs no longer fly indefinetly

* swat launcher ! very cool yes

* aiming lines removed middle ones & use current theme color

* no lavaland in debug

* no player limit for respawn

* mirror fix

* clusterbangs

* usable stunprod

* fireaxe animation rotation

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Co-authored-by: vanx <discord@vanxxxx>
2025-03-09 20:11:31 +02:00

89 lines
2.5 KiB
C#

using Content.Shared.Damage;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Projectiles;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ProjectileComponent : Component
{
/// <summary>
/// The angle of the fired projectile.
/// </summary>
[DataField, AutoNetworkedField]
public Angle Angle;
/// <summary>
/// The effect that appears when a projectile collides with an entity.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntProtoId? ImpactEffect;
/// <summary>
/// User that shot this projectile.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Shooter;
/// <summary>
/// Weapon used to shoot.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Weapon;
/// <summary>
/// The projectile spawns inside the shooter most of the time, this prevents entities from shooting themselves.
/// </summary>
[DataField, AutoNetworkedField]
public bool IgnoreShooter = true;
/// <summary>
/// The amount of damage the projectile will do.
/// </summary>
[DataField(required: true)] [ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new();
/// <summary>
/// If the projectile should be deleted on collision.
/// </summary>
[DataField]
public bool DeleteOnCollide = true;
/// <summary>
/// WWDP - If the projectile should change its Physics BodyStatus to OnGround on collision.
/// </summary>
[DataField]
public bool StopFlyingOnImpact;
/// <summary>
/// Ignore all damage resistances the target has.
/// </summary>
[DataField]
public bool IgnoreResistances = false;
/// <summary>
/// Get that juicy FPS hit sound.
/// </summary>
[DataField]
public SoundSpecifier? SoundHit;
/// <summary>
/// Force the projectiles sound to play rather than potentially playing the entity's sound.
/// </summary>
[DataField]
public bool ForceSound = false;
/// <summary>
/// Whether this projectile will only collide with entities if it was shot from a gun (if <see cref="Weapon"/> is not null).
/// </summary>
[DataField]
public bool OnlyCollideWhenShot = false;
/// <summary>
/// Whether this projectile has already damaged an entity.
/// </summary>
[DataField]
public bool DamagedEntity;
}