Overhauled stamina slowdown behavior (#36336)
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@@ -1,4 +1,5 @@
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using Content.Shared.Alert;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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@@ -56,4 +57,22 @@ public sealed partial class StaminaComponent : Component
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[DataField]
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public ProtoId<AlertPrototype> StaminaAlert = "Stamina";
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/// <summary>
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/// This flag indicates whether the value of <see cref="StaminaDamage"/> decreases after the entity exits stamina crit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool AfterCritical;
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/// <summary>
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/// This float determines how fast stamina will regenerate after exiting the stamina crit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float AfterCritDecayMultiplier = 5f;
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/// <summary>
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/// Thresholds that determine an entity's slowdown as a function of stamina damage.
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/// </summary>
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[DataField]
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public Dictionary<FixedPoint2, float> StunModifierThresholds = new() { {0, 1f }, { 60, 0.7f }, { 80, 0.5f } };
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}
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