Predict DestructibleSystem Part 2: First batch of entity effects (#41039)
* first batch * fix name * fix
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@@ -5,6 +5,7 @@ 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="ExplodeEffect">
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public sealed partial class ExplosionEffect : EntityEffectBase<ExplosionEffect>
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{
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/// <summary>
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@@ -50,7 +51,7 @@ public sealed partial class ExplosionEffect : EntityEffectBase<ExplosionEffect>
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public float TileBreakScale = 1f;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-explosion-reaction-effect", ("chance", Probability));
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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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