ExtinguishOnTrigger and TriggerOnInteractHand (#39537)
* simplely one commit * simplelly two commit * requested changes --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Adjusts fire stacks on trigger, optionally setting them on fire as well.
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/// Requires <see cref="FlammableComponent"/> to ignite the target.
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/// If TargetUser is true they will have their firestacks adjusted instead.
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/// </summary>
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/// <seealso cref="IgniteOnTriggerComponent"/>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class FireStackOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// How many fire stacks to add or remove.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float FireStacks;
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/// <summary>
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/// If true, the target will be set on fire if it isn't already.
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/// If false does nothing.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool DoIgnite = true;
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}
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