Predict DestructibleSystem Part 2: First batch of entity effects (#41039)

* first batch

* fix name

* fix
This commit is contained in:
slarticodefast
2025-10-23 12:33:30 +02:00
committed by GitHub
parent 0abb5f0765
commit 6159801442
11 changed files with 242 additions and 102 deletions

View File

@@ -0,0 +1,32 @@
using Content.Shared.Database;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Transform;
/// <inheritdoc cref="EntityEffect"/>
/// <seealso cref="ExplosionEffect">
public sealed partial class ExplodeEffect : EntityEffectBase<ExplodeEffect>
{
/// <summary>
/// Optional override for the explosion intensity.
/// </summary>
[DataField]
public float? Intensity;
/// <summary>
/// Optional override for the explosion radius.
/// </summary>
[DataField]
public float? Radius;
/// <summary>
/// Delete the entity with the explosion?
/// </summary>
[DataField]
public bool Delete = true;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-explosion", ("chance", Probability));
public override LogImpact? Impact => LogImpact.High;
}