Mega Antag Refactor (#25786)
* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
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@@ -1,4 +1,5 @@
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using Content.Shared.Damage;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Zombies;
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@@ -35,6 +36,21 @@ public sealed partial class PendingZombieComponent : Component
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[DataField("gracePeriod"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan GracePeriod = TimeSpan.Zero;
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/// <summary>
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/// The minimum amount of time initial infected have before they start taking infection damage.
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/// </summary>
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[DataField]
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public TimeSpan MinInitialInfectedGrace = TimeSpan.FromMinutes(12.5f);
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/// <summary>
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/// The maximum amount of time initial infected have before they start taking damage.
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/// </summary>
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[DataField]
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public TimeSpan MaxInitialInfectedGrace = TimeSpan.FromMinutes(15f);
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[DataField]
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public EntProtoId ZombifySelfActionPrototype = "ActionTurnUndead";
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/// <summary>
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/// The chance each second that a warning will be shown.
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/// </summary>
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