Add more dakka (#307)
* Add more dakka Some slight codebase changes to facilitate more robust behaviour. * Update Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Remix last stereo to mono hpistol + ltrifle
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Pieter-Jan Briers
parent
44fdf4022e
commit
9431011ba5
@@ -5,6 +5,10 @@ using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.Interfaces.Physics;
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namespace Content.Server.GameObjects.Components.Projectiles
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@@ -18,7 +22,23 @@ namespace Content.Server.GameObjects.Components.Projectiles
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private EntityUid Shooter = EntityUid.Invalid;
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public Dictionary<DamageType, int> damages = new Dictionary<DamageType, int>();
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private Dictionary<DamageType, int> _damages;
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[ViewVariables]
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public Dictionary<DamageType, int> Damages => _damages;
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private float _velocity;
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public float Velocity
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{
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get => _velocity;
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set => _velocity = value;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// If not specified 0 damage
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serializer.DataField(ref _damages, "damages", new Dictionary<DamageType, int>());
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serializer.DataField(ref _velocity, "velocity", 20f);
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}
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public float TimeLeft { get; set; } = 10;
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@@ -53,7 +73,10 @@ namespace Content.Server.GameObjects.Components.Projectiles
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{
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if (entity.TryGetComponent(out DamageableComponent damage))
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{
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damage.TakeDamage(DamageType.Brute, 10);
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foreach (var damageType in _damages)
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{
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damage.TakeDamage(damageType.Key, damageType.Value);
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}
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}
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if (entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
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