Weapon Random Fixes (documented and removed hardcoded cluwnecomp) (#22352)

Weapon Random Fixes
This commit is contained in:
brainfood1183
2023-12-18 19:42:57 +00:00
committed by GitHub
parent 8958c64e6c
commit 2d04e89007
2 changed files with 11 additions and 29 deletions

View File

@@ -14,25 +14,13 @@ internal sealed partial class WeaponRandomComponent : Component
public DamageSpecifier DamageBonus = new();
/// <summary>
/// Chance for the damage bonus to occur.
/// Chance for the damage bonus to occur (1 = 100%).
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float RandomDamageChance = 0.00001f;
/// <summary>
/// If this is true then the random damage will occur.
/// </summary>
[DataField("randomDamage")]
public bool RandomDamage = true;
/// <summary>
/// If this is true then the weapon will have a unique interaction with cluwnes.
/// </summary>
[DataField("antiCluwne")]
public bool AntiCluwne = true;
/// <summary>
/// Noise to play when the damage bonus occurs.
/// Sound effect to play when the damage bonus occurs.
/// </summary>
[DataField("damageSound")]
public SoundSpecifier DamageSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");