Puddle Evaporation Fix (#6584)
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@@ -32,8 +32,18 @@ namespace Content.Server.Fluids.Components
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// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
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// to check for low volumes for evaporation or whatever
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/// <summary>
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/// Puddles with volume above this threshold can slip players.
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/// </summary>
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[DataField("slipThreshold")]
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public FixedPoint2 SlipThreshold = DefaultSlipThreshold;
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[DataField("slipThreshold")] public FixedPoint2 SlipThreshold = DefaultSlipThreshold;
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/// <summary>
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/// Puddles with volume below this threshold will have their sprite changed to a wet floor effect,
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/// provided they can evaporate down to zero.
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/// </summary>
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[DataField("wetFloorEffectThreshold")]
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public FixedPoint2 WetFloorEffectThreshold = FixedPoint2.New(5);
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[DataField("spillSound")]
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public SoundSpecifier SpillSound = new SoundPathSpecifier("/Audio/Effects/Fluids/splat.ogg");
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