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

@@ -5,6 +5,7 @@ using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Transform;
/// <inheritdoc cref="EntityEffect"/>
/// <seealso cref="ExplodeEffect">
public sealed partial class ExplosionEffect : EntityEffectBase<ExplosionEffect>
{
/// <summary>
@@ -50,7 +51,7 @@ public sealed partial class ExplosionEffect : EntityEffectBase<ExplosionEffect>
public float TileBreakScale = 1f;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-explosion-reaction-effect", ("chance", Probability));
=> Loc.GetString("entity-effect-guidebook-explosion", ("chance", Probability));
public override LogImpact? Impact => LogImpact.High;
}