Predict DestructibleSystem Part 2: First batch of entity effects (#41039)
* first batch * fix name * fix
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32
Content.Shared/EntityEffects/Effects/ExplodeEntityEffect.cs
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32
Content.Shared/EntityEffects/Effects/ExplodeEntityEffect.cs
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using Content.Shared.Database;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Transform;
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/// <inheritdoc cref="EntityEffect"/>
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/// <seealso cref="ExplosionEffect">
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public sealed partial class ExplodeEffect : EntityEffectBase<ExplodeEffect>
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{
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/// <summary>
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/// Optional override for the explosion intensity.
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/// </summary>
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[DataField]
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public float? Intensity;
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/// <summary>
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/// Optional override for the explosion radius.
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/// </summary>
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[DataField]
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public float? Radius;
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/// <summary>
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/// Delete the entity with the explosion?
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/// </summary>
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[DataField]
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public bool Delete = true;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-explosion", ("chance", Probability));
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public override LogImpact? Impact => LogImpact.High;
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}
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