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* wow much fire * drop children (in code) * fix * oops * fix * TemperatureProtection * Update Resources/Prototypes/_White/Body/Parts/resomi.yml Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> --------- Co-authored-by: vanx <discord@vanxxxx> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
99 lines
3.1 KiB
C#
99 lines
3.1 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Atmos.Components
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{
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[RegisterComponent]
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public sealed partial class FlammableComponent : Component
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{
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[DataField]
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public bool Resisting;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool OnFire;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float FireStacks;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MaximumFireStacks = 10f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MinimumFireStacks = -10f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string FlammableFixtureID = "flammable";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MinIgnitionTemperature = 373.15f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool FireSpread { get; private set; } = false;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool CanResistFire { get; private set; } = false;
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[DataField(required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
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/// <summary>
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/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
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/// </summary>
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[DataField]
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public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
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/// <summary>
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/// Should the component be set on fire by interactions with isHot entities
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool AlwaysCombustible = false;
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/// <summary>
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/// Can the component anyhow lose its FireStacks?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool CanExtinguish = true;
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/// <summary>
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/// Should the component ignore fire protection when on fire?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool IgnoreFireProtection = false;
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/// <summary>
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/// How many firestacks should be applied to component when being set on fire?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float FirestacksOnIgnite = 2.0f;
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/// <summary>
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/// Determines how quickly the object will fade out. With positive values, the object will flare up instead of going out.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float FirestackFade = -0.3f; // WWDP; 3.3 seconds per stack
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/// <summary>
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/// How stronger will firestack increases be?
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/// </summary>
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[DataField]
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public float FireStackIncreaseMultiplier = 1f;
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[DataField]
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public ProtoId<AlertPrototype> FireAlert = "Fire";
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}
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}
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