decelerator nerf and projectile penetration mini refactor (#24032)
* decelerator nerf and projectile fix * datafield name difference * forgot to add component * missed datafield styling * comment made summary * CanPenetrateComponent and CollisionLayer check. * Small comment changes
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@@ -2,57 +2,75 @@ using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Projectiles;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ProjectileComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("impactEffect", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? ImpactEffect;
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/// <summary>
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/// The effect that appears when a projectile collides with an entity.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId? ImpactEffect;
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/// <summary>
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/// User that shot this projectile.
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/// User that shot this projectile.
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/// </summary>
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[DataField("shooter"), AutoNetworkedField]
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[DataField, AutoNetworkedField]
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public EntityUid? Shooter;
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/// <summary>
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/// Weapon used to shoot.
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/// Weapon used to shoot.
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/// </summary>
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[DataField("weapon"), AutoNetworkedField]
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[DataField, AutoNetworkedField]
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public EntityUid? Weapon;
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[DataField("ignoreShooter"), AutoNetworkedField]
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/// <summary>
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/// The projectile spawns inside the shooter most of the time, this prevents entities from shooting themselves.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IgnoreShooter = true;
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[DataField("damage", required: true)] [ViewVariables(VVAccess.ReadWrite)]
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/// <summary>
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/// The amount of damage the projectile will do.
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/// </summary>
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[DataField(required: true)] [ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = new();
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[DataField("deleteOnCollide")]
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/// <summary>
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/// If the projectile should be deleted on collision.
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/// </summary>
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[DataField]
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public bool DeleteOnCollide = true;
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[DataField("canPenetrate")]
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public bool CanPenetrate = false;
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[DataField("ignoreResistances")]
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/// <summary>
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/// Ignore all damage resistances the target has.
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/// </summary>
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[DataField]
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public bool IgnoreResistances = false;
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// Get that juicy FPS hit sound
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[DataField("soundHit")] public SoundSpecifier? SoundHit;
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/// <summary>
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/// Get that juicy FPS hit sound.
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/// </summary>
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[DataField]
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public SoundSpecifier? SoundHit;
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[DataField("soundForce")]
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/// <summary>
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/// Force the projectiles sound to play rather than potentially playing the entity's sound.
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/// </summary>
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[DataField]
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public bool ForceSound = false;
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/// <summary>
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/// Whether this projectile will only collide with entities if it was shot from a gun (if <see cref="Weapon"/> is not null)
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/// Whether this projectile will only collide with entities if it was shot from a gun (if <see cref="Weapon"/> is not null).
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/// </summary>
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[DataField("onlyCollideWhenShot")]
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[DataField]
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public bool OnlyCollideWhenShot = false;
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/// <summary>
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/// Whether this projectile has already damaged an entity.
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/// </summary>
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[DataField]
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public bool DamagedEntity;
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}
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